babylonjs shader学习之copy shadertoy案例

news2024/10/20 4:44:03

shadertoy案例:

准备

const onSceneReady = (scene: Scene) => {
  const light = new HemisphericLight('light', new Vector3(0, 1, 0), scene);
  light.intensity = 0.7;

  Effect.ShadersStore['planeMatVertexShader'] = `
    precision highp float;

    attribute vec3 position;
    attribute vec3 normal;
    attribute vec2 uv;

    varying vec3 vPosition;
    varying vec2 vUV;
    varying vec3 vNormal;

    uniform mat4 worldViewProjection;

    void main(){
      gl_Position =worldViewProjection * vec4(position, 1.0);
      vPosition = position;
      vUV = uv;
      vNormal = normal;
    }
  `;
  Effect.ShadersStore['planeMatFragmentShader'] = `

    precision highp float;

  `

  const plane = MeshBuilder.CreateGround('plane', { width: 10, height: 5 }, scene);
  const shaderMat = new ShaderMaterial('shaderMat', scene, 'planeMat', {
    attributes: ['position', 'normal', 'uv'],
    uniforms: ['world', 'worldView', 'worldViewProjection', 'view', 'projection']
  });
  plane.material = shaderMat;

  // 获取渲染画布宽高
  const { width, height } = scene.getEngine().getRenderingCanvas()!;

  shaderMat.onBindObservable.add(() => {
    shaderMat.setVector2('iResolution', new Vector2(width, height));
    shaderMat.setFloat('iTime', time);
  });
    
  let time = 0;
  scene.registerBeforeRender(() => {
    time += 0.005;
  });

}
复制片元着色器
Effect.ShadersStore['planeMatFragmentShader'] = `

  precision highp float;


  //#define FAST_DESCENT
  //#define BLACK_AND_WHITE

  uniform float iTime;
  uniform vec2 iResolution;
  varying vec2 vUV;

  
  #ifdef FAST_DESCENT
  const vec3 cameraDir = normalize(vec3(-2.0, -1.0, -4.0));
  const float cameraDist = 5.0;
  const float speed = 3.0;
  const float zoom = 2.5;

  const vec3 windowColorA = vec3(0.0, 0.0, 1.5);
  const vec3 windowColorB = vec3(0.5, 1.5, 2.0);

  const float fogOffset = 2.5;
  const float fogDensity = 0.6;
  const vec3 fogColor = vec3(0.25, 0.0, 0.3);

  const float lightHeight = 0.5;
  const float lightSpeed = 0.2;
  const vec3 lightColorA = vec3(0.6, 0.3, 0.1);
  const vec3 lightColorB = vec3(0.8, 0.6, 0.4);

  const vec3 signColorA = vec3(0.0, 0.0, 1.5);
  const vec3 signColorB = vec3(3.0, 3.0, 3.0);
  #else

  const vec3 cameraDir = normalize(vec3(-2.0, -1.0, -2.0));
  const float cameraDist = 9.0;
  const float speed = 1.0;
  const float zoom = 3.5;

  const vec3 windowColorA = vec3(0.0, 0.0, 1.5);
  const vec3 windowColorB = vec3(0.5, 1.5, 2.0);

  const float fogOffset = 7.0;
  const float fogDensity = 0.7;
  const vec3 fogColor = vec3(0.25, 0.0, 0.3);

  const float lightHeight = 0.0;
  const float lightSpeed = 0.15;
  const vec3 lightColorA = vec3(0.6, 0.3, 0.1);
  const vec3 lightColorB = vec3(0.8, 0.6, 0.4);

  const vec3 signColorA = vec3(0.0, 0.0, 1.5);
  const vec3 signColorB = vec3(3.0, 3.0, 3.0);
  #endif

  const float tau = 6.283185;


  float hash1(float p) {
      vec3 p3 = fract(p * vec3(5.3983, 5.4427, 6.9371));
      p3 += dot(p3, p3.yzx + 19.19);
      return fract((p3.x + p3.y) * p3.z);
  }

  float hash1(vec2 p2) {
      p2 = fract(p2 * vec2(5.3983, 5.4427));
      p2 += dot(p2.yx, p2.xy + vec2(21.5351, 14.3137));
      return fract(p2.x * p2.y * 95.4337);
  }

  float hash1(vec2 p2, float p) {
      vec3 p3 = fract(vec3(5.3983 * p2.x, 5.4427 * p2.y, 6.9371 * p));
      p3 += dot(p3, p3.yzx + 19.19);
      return fract((p3.x + p3.y) * p3.z);
  }

  vec2 hash2(vec2 p2, float p) {
      vec3 p3 = fract(vec3(5.3983 * p2.x, 5.4427 * p2.y, 6.9371 * p));
      p3 += dot(p3, p3.yzx + 19.19);
      return fract((p3.xx + p3.yz) * p3.zy);
  }

  vec3 hash3(vec2 p2) {
      vec3 p3 = fract(vec3(p2.xyx) * vec3(5.3983, 5.4427, 6.9371));
      p3 += dot(p3, p3.yxz + 19.19);
      return fract((p3.xxy + p3.yzz) * p3.zyx);
  }

  vec4 hash4(vec2 p2) {
      vec4 p4 = fract(p2.xyxy * vec4(5.3983, 5.4427, 6.9371, 7.1283));
      p4 += dot(p4, p4.yxwz + 19.19);
      return fract((p4.xxxy + p4.yyzz + p4.zwww) * p4.wzyx);
  }

  float noise(vec2 p) {
      vec2 i = floor(p);
      vec2 f = fract(p);
      vec2 u = f * f * (3.0 - 2.0 * f);
      return mix(mix(hash1(i + vec2(0.0, 0.0)),
                    hash1(i + vec2(1.0, 0.0)), u.x),
                mix(hash1(i + vec2(0.0, 1.0)),
                    hash1(i + vec2(1.0, 1.0)), u.x), u.y);
  }

  vec4 castRay(vec3 eye, vec3 ray, vec2 center) {
      vec2 block = floor(eye.xy);
      vec3 ri = 1.0 / ray;
      vec3 rs = sign(ray);
      vec3 side = 0.5 + 0.5 * rs;
      vec2 ris = ri.xy * rs.xy;
      vec2 dis = (block - eye.xy + 0.5 + rs.xy * 0.5) * ri.xy;

      for (int i = 0; i < 16; ++i) {
          float d = dot(block - center, cameraDir.xy);
          float height = 3.0 * hash1(block) - 1.0 + 1.5 * d - 0.1 * d * d;

          vec2 lo0 = vec2(block);
          vec2 loX = vec2(0.45, 0.45);
          vec2 hi0 = vec2(block + 0.55);
          vec2 hiX = vec2(0.45, 0.45);

          float dist = 500.0;
          float face = 0.0;

          {
              vec4 signHash = hash4(block);
              vec2 center = vec2(0.2, -0.4) + vec2(0.6, -0.8) * signHash.xy;
              float width = 0.06 + 0.1 * signHash.w;

              vec3 lo = vec3(center.x - width, 0.55, -100.0);
              vec3 hi = vec3(center.x + width, 0.99, center.y + width + height);

              float s = step(0.5, signHash.z);
              lo = vec3(block, 0.0) + mix(lo, lo.yxz, s);
              hi = vec3(block, 0.0) + mix(hi, hi.yxz, s);

              vec3 wall = mix(hi, lo, side);
              vec3 t = (wall - eye) * ri;

              vec3 dim = step(t.zxy, t) * step(t.yzx, t);
              float maxT = dot(dim, t);
              float maxFace = dim.x - dim.y;

              vec3 p = eye + maxT * ray;
              dim += step(lo, p) * step(p, hi);

              if (dim.x * dim.y * dim.z > 0.5) {
                  dist = maxT;
                  face = maxFace;
              }
          }

          for (int j = 0; j < 5; ++j) {
              float top = height - 0.4 * float(j);
              vec3 lo = vec3(lo0 + loX * hash2(block, float(j)), -100.0);
              vec3 hi = vec3(hi0 + hiX * hash2(block, float(j) + 0.5), top);

              vec3 wall = mix(hi, lo, side);
              vec3 t = (wall - eye) * ri;

              vec3 dim = step(t.zxy, t) * step(t.yzx, t);
              float maxT = dot(dim, t);
              float maxFace = dim.x - dim.y;

              vec3 p = eye + maxT * ray;
              dim += step(lo, p) * step(p, hi);

              if (dim.x * dim.y * dim.z > 0.5 && maxT < dist) {
                  dist = maxT;
                  face = maxFace;
              }
          }

          if (dist < 400.0) {
              return vec4(dist, height, face, 1.0);
          }

          float t = eye.z * ri.z;
          vec3 p = eye - t * ray;
          vec2 g = p.xy - block;

          vec2 dim = step(dis.xy, dis.yx);
          dis += dim * ris;
          block += dim * rs.xy;
      }

      return vec4(100.0, 0.0, 0.0, 1.0);
  }

  vec3 window(float z, vec2 pos, vec2 id) {
      float windowSize = 0.03 + 0.12 * hash1(id + 0.1);
      float windowProb = 0.3 + 0.8 * hash1(id + 0.2);
      float depth = z / windowSize;
      float level = floor(depth);
      vec3 colorA = mix(windowColorA, windowColorB, hash3(id));
      vec3 colorB = mix(windowColorA, windowColorB, hash3(id + 0.1));
      vec3 color = mix(colorA, colorB, hash1(id, level));
      color *= 0.3 + 0.7 * smoothstep(0.1, 0.5, noise(20.0 * pos + 100.0 * hash1(level)));
      color *= smoothstep(windowProb - 0.2, windowProb + 0.2, hash1(id, level + 0.1));
      return color * (0.5 - 0.5 * cos(tau * depth));
  }

  vec3 addLight(vec3 eye, vec3 ray, float res, float time, float height) {
      vec2 q = eye.xy + ((height - eye.z) / ray.z) * ray.xy;

      float row = floor(q.x + 0.5);
      time += hash1(row);
      float col = floor(0.125 * q.y - time);

      float pos = 0.4 + 0.4 * cos(time + tau * hash1(vec2(row, col)));
      vec3 lightPos = vec3(row, 8.0 * (col + time + pos), height);
      vec3 lightDir = vec3(0.0, 1.0, 0.0);

      // http://geomalgorithms.com/a07-_distance.html
      vec3 w = eye - lightPos;
      float a = dot(ray, ray);
      float b = dot(ray, lightDir);
      float c = dot(lightDir, lightDir);
      float d = dot(ray, w);
      float e = dot(lightDir, w);
      float D = a * c - b * b;
      float s = (b*e - c*d) / D;
      float t = (a*e - b*d) / D;

      t = max(t, 0.0);
      float dist = distance(eye + s * ray, lightPos + t * lightDir);

      float mask = smoothstep(res + 0.1, res, s);
      float light = min(1.0 / pow(200.0 * dist * dist / t + 20.0 * t * t, 0.8), 2.0);
      float fog = exp(-fogDensity * max(s - fogOffset, 0.0));
      vec3 color = mix(lightColorA, lightColorB, hash3(vec2(row, col)));
      return mask * light * fog * color;
  }

  vec3 addSign(vec3 color, vec3 pos, float side, vec2 id) {
      vec4 signHash = hash4(id);
      float s = step(0.5, signHash.z);
      if ((s - 0.5) * side < 0.1)
          return color;

      vec2 center = vec2(0.2, -0.4) + vec2(0.6, -0.8) * signHash.xy;
      vec2 p = mix(pos.xz, pos.yz, s);
      float halfWidth = 0.04 + 0.06 * signHash.w;

      float charCount = floor(1.0 + 8.0 * hash1(id + 0.5));
      if (center.y - p.y > 2.0 * halfWidth * (charCount + 1.0)) {
          center.y -= 2.0 * halfWidth * (charCount + 1.5 + 5.0 * hash1(id + 0.6));
          charCount = floor(2.0 + 12.0 * hash1(id + 0.7));
          id += 0.05;
      }

      vec3 signColor = mix(signColorA, signColorB, hash3(id + 0.5));
      vec3 outlineColor = mix(signColorA, signColorB, hash3(id + 0.6));
      float flash = 6.0 - 24.0 * hash1(id + 0.8);
      flash *= step(3.0, flash);
      flash = smoothstep(0.1, 0.5, 0.5 + 0.5 * cos(flash * iTime));

      vec2 halfSize = vec2(halfWidth, halfWidth * charCount);
      center.y -= halfSize.y;
      float outline = length(max(abs(p - center) - halfSize, 0.0)) / halfWidth;
      color *= smoothstep(0.1, 0.4, outline);

      vec2 charPos = 0.5 * (p - center + halfSize) / halfWidth;
      vec2 charId = id + 0.05 + 0.1 * floor(charPos);
      float flicker = hash1(charId);
      flicker = step(0.93, flicker);
      flicker = 1.0 - flicker * step(0.96, hash1(charId, iTime));

      float char = -3.5 + 8.0 * noise(id + 6.0 * charPos);
      charPos = fract(charPos);
      char *= smoothstep(0.0, 0.4, charPos.x) * smoothstep(1.0, 0.6, charPos.x);
      char *= smoothstep(0.0, 0.4, charPos.y) * smoothstep(1.0, 0.6, charPos.y);
      color = mix(color, signColor, flash * flicker * step(outline, 0.01) * clamp(char, 0.0, 1.0));

      outline = smoothstep(0.0, 0.2, outline) * smoothstep(0.5, 0.3, outline);
      return mix(color, outlineColor, flash * outline);
  }

  void main() {
      vec2 center = -speed * iTime * cameraDir.xy;
      vec3 eye = vec3(center, 0.0) - cameraDist * cameraDir;

      vec3 forward = normalize(cameraDir);
      vec3 right = normalize(cross(forward, vec3(0.0, 0.0, 1.0)));
      vec3 up = cross(right, forward);
      // vec2 xy = 2.0 * gl_FragCoord.xy - iResolution.xy;
      vec2 xy = vUV;
      xy.x *= iResolution.x / iResolution.y;
      xy -= 0.5;

      vec3 ray = normalize(xy.x * right + xy.y * up + zoom * forward * 0.4 );

      vec4 res = castRay(eye, ray, center);
      vec3 p = eye + res.x * ray;

      vec2 block = floor(p.xy);
    vec3 color = window(p.z - res.y, p.xy, block);

      color = addSign(color, vec3(p.xy - block, p.z - res.y), res.z, block);
      color = mix(vec3(0.0), color, abs(res.z));

      float fog = exp(-fogDensity * max(res.x - fogOffset, 0.0));
      color = mix(fogColor, color, fog);

      float time = lightSpeed * iTime;
      color += addLight(eye.xyz, ray.xyz, res.x, time, lightHeight - 0.6);
      color += addLight(eye.yxz, ray.yxz, res.x, time, lightHeight - 0.4);
      color += addLight(vec3(-eye.xy, eye.z), vec3(-ray.xy, ray.z), res.x, time, lightHeight - 0.2);
      color += addLight(vec3(-eye.yx, eye.z), vec3(-ray.yx, ray.z), res.x, time, lightHeight);

  #ifdef BLACK_AND_WHITE
      float c = clamp(dot(vec3(0.4, 0.3, 0.4), color), 0.0, 1.0);
      c = 1.0 - pow(1.0 - pow(c, 2.0), 4.0);
      color = vec3(c);
  #endif
      
      gl_FragColor = vec4(color, 1.0);
  }
修改
  1. 在片元着色器顶部添加精度
    1.   precision highp float;

  2. 添加uniform

    1. uniform float iTime;

    2. uniform vec2 iResolution;

  3. 添加varying

    1. varying vec2 vUV;

  4. 修改main函数

    1. 将mainImage改成main

    2. 去掉参数 out vec4 fragColor, in vec2 fragCoord

    3. 修改变量fragColor成gl_FragColor、修改fragCoord成gl_FragCoord

  5. 修改uv获取

    
    // 将下面代码注释,并替换
    //vec2 xy = 2.0 * fragCoord - iResolution.xy;
      vec2 xy = vUV;
      xy.x *= iResolution.x / iResolution.y;
      xy -= 0.5;
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