我是否在我的 Three.js 项目中正确实现了屏幕空间环境光遮挡,并且运行完美,如下所示:
//Setup SSAO pass
depthMaterial = new THREE.MeshDepthMaterial();
depthMaterial.depthPacking = THREE.RGBADepthPacking;
depthMaterial.blending = THREE.NoBlending;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: true }; //Stancilbuffer true because not effect transparent object
depthRenderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, pars);
depthRenderTarget.texture.name = "SSAOShader.rt";
ssaoPass = new THREE.ShaderPass(THREE.SSAOShader);
///////ssaoPass.uniforms[ "tDiffuse" ].value will be set by ShaderPass
ssaoPass.uniforms["tDepth"].value = depthRenderTarget.texture;
ssaoPass.uniforms['size'].value.set(window.innerWidth, window.innerHeight);
ssaoPass.uniforms['cameraNear'].value = camera.near;
ssaoPass.uniforms['cameraFar'].value = camera.far;
ssaoPass.uniforms['radius'].value = radius;
ssaoPass.uniforms['aoClamp'].value = aoClamp;
ssaoPass.uniforms['lumInfluence'].value = lumInfluence;
但是,当我使用displacementMap 设置材质(在没有启用SSAO 的情况下正常运行)时,结果就是这样。请注意,SSAO 已“正确”应用于原始球体(带有奇怪的透明人工制品),但我需要将其应用于球体的“位移顶点”)
这是我的作曲家通行证:
//Main render scene pass
postprocessingComposer.addPass(renderScene);
//Post processing pass
if (ssaoPass) {
postprocessingComposer.addPass(ssaoPass);
}
这是composer的渲染循环
如果(后处理作曲家){
if (ssaoPass) {
//Render depth into depthRenderTarget
scene.overrideMaterial = depthMaterial;
renderer.render(scene, camera, depthRenderTarget, true);
//Render composer
scene.overrideMaterial = null;
postprocessingComposer.render();
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
else {
//Render loop with post processing (no SSAO, becasue need more checks, see above)
renderer.clear();
postprocessingComposer.render();
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
}
else {
//Simple render loop (no post-processing)
renderer.clear();
renderer.render(scene, camera);
renderer.clearDepth();
renderer.render(sceneOrtho, cameraOrtho);
}
如何使用置换贴图归档应用到网格的正确屏幕空间环境光遮蔽?谢谢。
[更新]:经过一些工作后,我尝试使用置换贴图对场景中的每个子项执行此过程,以定义一个新的场景覆盖材料,该材料等于具有子材料置换贴图参数的 depthMaterial。
var myDepthMaterial = new THREE.MeshDepthMaterial({
depthPacking: THREE.RGBADepthPacking,
displacementMap: child.material.displacementMap,
displacementScale: child.material.displacementScale,
displacementBias: child.material.displacementBias
});
child.onBeforeRender = function (renderer, scene, camera, geometry, material, group) {
scene.overrideMaterial = myDepthMaterial;
};
这个解决方案听起来不错,但不起作用。