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ThreeJS SSAO與SSAA

[英]ThreeJS SSAO with SSAA

我想將SSAO-Shader(屏幕空間環境光遮擋)集成到我的抗鋸齒渲染堆棧(超級采樣抗鋸齒)中。 AA是高質量渲染所必需的,我的GPU提供的默認抗鋸齒並不總是足夠的。 現在,我已經將SSAO集成到常規渲染過程中,但是我的新目標是將兩種技術結合起來。

為此,我設置了一個小提琴。 第一個EffectComposer將場景渲染到具有畫布分辨率兩倍的renderTarget上。 由此,我想將depthTarget用於SSAO。 最后一步是將渲染的圖像繪制到畫布大小的平面上,這將導致下采樣,因此我們具有抗鋸齒效果。

鏈接到小提琴: SSAO + SSAA

堆棧設置如下:

function initManualAntiAliasing2(width, height, wStepMax, hStepMax) {

    var parameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };

    // render image with double size
    var rw1 = wStepMax * width;
    var rh1 = hStepMax * height;
    var myRenderTarget1 = new THREE.WebGLRenderTarget( rw1, rh1, parameters );
    var myRenderTargetSSAO = new THREE.WebGLRenderTarget( rw1, rh1, parameters );

    composer = new THREE.EffectComposer( renderer, myRenderTarget1 );
    var renderPass = new THREE.RenderPass(scene, camera);
    composer.addPass(renderPass);

    var renderSceneSSAO = new THREE.TexturePass(composer.renderTarget2);

    composerSSAO = new THREE.EffectComposer( renderer, myRenderTargetSSAO );
    composerSSAO.addPass(renderSceneSSAO);


    var depthShader = THREE.ShaderLib[ "depthRGBA" ];
    var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

    depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
    depthMaterial.blending = THREE.NoBlending;

    var parametersDepth = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };

    myRenderTargetDepth = new THREE.WebGLRenderTarget( rw1, rh1, parametersDepth );

    ssaoEffect = new THREE.ShaderPass( THREE.SSAOShader );
    ssaoEffect.uniforms[ 'tDepth' ].value = myRenderTargetDepth;
    ssaoEffect.uniforms[ 'size' ].value.set( rw1, rh1 );
    ssaoEffect.uniforms[ 'cameraNear' ].value = camera.near;
    ssaoEffect.uniforms[ 'cameraFar' ].value = camera.far;
    ssaoEffect.uniforms[ 'aoClamp' ].value = 0.4;
    ssaoEffect.uniforms[ 'lumInfluence' ].value = 0.4;
    ssaoEffect.uniforms[ 'onlyAO' ].value = 1; // debug: when ssao shader works, we will definitely see it with this option
    ssaoEffect.renderToScreen = true;
    composerSSAO.addPass( ssaoEffect );

    var renderScene1 = new THREE.TexturePass(composer.renderTarget2);

    // sample down to screen size
    composer1 = new THREE.EffectComposer(renderer);
    composer1.addPass(renderScene1);

    var renderScene2 = new THREE.TexturePass(composer1.renderTarget2);

    var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
    effectCopy.renderToScreen = true;
    composer1.addPass(effectCopy);
}

渲染功能的設置如下:

function renderAA2() {
    renderer.autoClear = false;
    renderer.clear();
    scene.overrideMaterial = myRenderTargetDepth;
    composer.render();
    composerSSAO.render();
    scene.overrideMaterial = null;
    composer1.render();
}

我沒有找到類似的情況,所以我的問題是:如何設置整個堆棧,以便使用ssao。

托馬斯,問候

如果仍然有人在尋找解決方案,那么我可以使用three.js網站上提供的兩個示例,成功地將SSAO和MSAA通過。

代碼顯示如下:

function initPostprocessing() {
    // Setup render pass
    var renderPass = new THREE.RenderPass( scene, camera );
    effectComposer = new THREE.EffectComposer( renderer );

    // Setup depth 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: false };
    depthRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );

    // Setup Anti Aliasing pass
    msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera );
    msaaRenderPass.unbiased = false;
    msaaRenderPass.sampleLevel = 2;

    // Setup Ambient Occlusion pass
    ssaoPass = new THREE.ShaderPass( THREE.SSAOShader );
    ssaoPass.renderToScreen = true;
    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[ 'onlyAO' ].value = false;
    ssaoPass.uniforms[ 'aoClamp' ].value = 1.0;
    ssaoPass.uniforms[ 'lumInfluence' ].value = 0.7;

    effectComposer.addPass( renderPass );
    effectComposer.addPass( msaaRenderPass );
    effectComposer.addPass( ssaoPass );
}
function updatePostprocessing() {
    scene.overrideMaterial = depthMaterial;
    renderer.render( scene, camera, depthRenderTarget, true );
    scene.overrideMaterial = null;
    effectComposer.render();
}

此代碼中混合了兩個示例:

https://threejs.org/examples/?q=post#webgl_postprocessing_msaa

https://threejs.org/examples/?q=post#webgl_postprocessing_ssao

我希望它可以幫助其他人,因為我花了幾個小時才能解決這個問題。

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