THREEJS物体反射
物体反射效果【SSRPass】
效果
正文代码【摘录】
1.引入
// 主要
import { SSRPass } from 'three/examples/jsm/postprocessing/SSRPass';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
// Gamma和ShaderPass主要做矫正用的,习惯写pass通道的时候加上
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass';
import { GammaCorrectionShader } from 'three/examples/jsm/shaders/GammaCorrectionShader';
// FXAA抗锯齿,常用抗锯齿,测试在SSRPass里好像几种AA抗锯齿都无效
import { FXAAShader } from 'three/examples/jsm/shaders/FXAAShader';
2.SSRPass主要代码
createSSRPass(object)
object是一个数组,可以先声明一个数组,把要做反射的物体添加到数组里,然后在SSRPass的selects里添加
function createSSRPass(object) {
const width = document.getElementById('threecanvas').offsetWidth
const height = document.getElementById('threecanvas').offsetHeight
//
const size = renderer.getDrawingBufferSize(new THREE.Vector2());
const target = new THREE.WebGLRenderTarget(
width,
height,
{
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
stencilBuffer: false,
type: THREE.FloatType,
encoding: THREE.sRGBEncoding
}
)
// 其他不需要的话,可以直接摘这一段start————end
/*--------------------start------------------*/
ssrcomposer = new EffectComposer(renderer, target);
const ssrPass = new SSRPass({
renderer,
scene,
camera,
width: width,
height: height,
encoding: THREE.sRGBEncoding,
isPerspectiveCamera:true,
morphTargets: true,
selects: object
});// 反射衰减
ssrPass.isDistanceAttenuation = true;
// 反射距离
ssrPass.maxDistance = 0.2;
// 菲涅尔反应
ssrPass.isFresnel = true;
ssrPass.isBouncing = true;
ssrPass.output = parseInt(SSRPass.OUTPUT.Default);
ssrPass.opacity = 0.5;
ssrPass.surfDist = 0.01;
ssrcomposer.addPass(ssrPass);
/*--------------------end------------------*/
// 色彩空间矫正
ssrcomposer.addPass(new ShaderPass(GammaCorrectionShader));
// 增加fxaashader处理模型边缘锯齿,开启composer渲染后期后才能生效
var FXAAShaderPass = new ShaderPass(FXAAShader);
const pixelRatio = renderer.getPixelRatio();
FXAAShaderPass.uniforms['resolution'].value.set(1 / (width * pixelRatio), 1 / (height * pixelRatio));
FXAAShaderPass.renderToScreen = true;
ssrcomposer.addPass(FXAAShaderPass);
}
3.窗口监听添加
ssrcomposer.setSize(width, height);
function onWindowResize () {
const width = document.getElementById('threecanvas').offsetWidth;
const height = document.getElementById('threecanvas').offsetHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
// -------------look here-------------
ssrcomposer.setSize(width, height);
}
4.render里换用ssrcomposer
function render(){
// -------------look here-------------
if(ssrcomposer){
ssrcomposer.render();
} else {
renderer.render(scene, camera);
}
requestAnimationFrame(render);
controls.update();
}
常见问题
1.OrbitControls控制器操作场景旋转缩放时,反射拉长
如图:
这种情况是【WEBGLRenderer】中 logarithmicDepthBuffer = true;深度精度引起的,可以把这个设置为false。
renderer = new THREE.WebGLRenderer({
antialias: true, //抗锯齿
/*-------------look here-----------*/
logarithmicDepthBuffer: true, //图层交叉闪烁问题z-buffer
});
但是设置为false时,另外可能有些精度的场景会出现叠加图层闪烁z-buffer这种问题,处理办法是,创建相机【PerspectiveCamera】尽量缩小场景可见范围,根据自己场景的调整相机的【near/far】,我这个0.1/10是模型本来就长度不到3,这个根据自己条件调整。
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10);
2.条纹
出现这种情况是近切面引起
处理方式和上一个问题雷同,把camera的near【近切面】设置大一点即可,根据自身场景调整,不多赘述。
问题探讨:
使用SSRPass后在composer合成器里添加AA抗锯齿,我这里测试无效,有时间测试的大佬,评论里点一下我。