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Materials Library: improved rendering of Fur Material

- Improved rendering: added occlusion support
- Updated to recent update of bones (getTransformMatrices)
luaacro 9 năm trước cách đây
mục cha
commit
905de44e1b
31 tập tin đã thay đổi với 34 bổ sung32 xóa
  1. 1 1
      materialsLibrary/dist/babylon.fireMaterial.js
  2. 1 1
      materialsLibrary/dist/babylon.fireMaterial.min.js
  3. 2 2
      materialsLibrary/dist/babylon.furMaterial.js
  4. 1 1
      materialsLibrary/dist/babylon.furMaterial.min.js
  5. 1 1
      materialsLibrary/dist/babylon.gradientMaterial.js
  6. 1 1
      materialsLibrary/dist/babylon.gradientMaterial.min.js
  7. 1 1
      materialsLibrary/dist/babylon.lavaMaterial.js
  8. 1 1
      materialsLibrary/dist/babylon.lavaMaterial.min.js
  9. 1 1
      materialsLibrary/dist/babylon.normalMaterial.js
  10. 1 1
      materialsLibrary/dist/babylon.normalMaterial.min.js
  11. 1 1
      materialsLibrary/dist/babylon.pbrMaterial.js
  12. 1 1
      materialsLibrary/dist/babylon.pbrMaterial.min.js
  13. 1 1
      materialsLibrary/dist/babylon.simpleMaterial.js
  14. 1 1
      materialsLibrary/dist/babylon.simpleMaterial.min.js
  15. 1 1
      materialsLibrary/dist/babylon.terrainMaterial.js
  16. 1 1
      materialsLibrary/dist/babylon.terrainMaterial.min.js
  17. 1 1
      materialsLibrary/dist/babylon.triPlanarMaterial.js
  18. 1 1
      materialsLibrary/dist/babylon.triPlanarMaterial.min.js
  19. 1 1
      materialsLibrary/dist/babylon.waterMaterial.js
  20. 1 1
      materialsLibrary/dist/babylon.waterMaterial.min.js
  21. 1 1
      materialsLibrary/materials/fire/babylon.fireMaterial.ts
  22. 1 1
      materialsLibrary/materials/fur/babylon.furMaterial.ts
  23. 3 1
      materialsLibrary/materials/fur/fur.fragment.fx
  24. 1 1
      materialsLibrary/materials/gradient/babylon.gradientMaterial.ts
  25. 1 1
      materialsLibrary/materials/lava/babylon.lavaMaterial.ts
  26. 1 1
      materialsLibrary/materials/normal/babylon.normalMaterial.ts
  27. 1 1
      materialsLibrary/materials/pbr/babylon.pbrMaterial.ts
  28. 1 1
      materialsLibrary/materials/simple/babylon.simpleMaterial.ts
  29. 1 1
      materialsLibrary/materials/terrain/babylon.terrainMaterial.ts
  30. 1 1
      materialsLibrary/materials/triPlanar/babylon.triPlanarMaterial.ts
  31. 1 1
      materialsLibrary/materials/water/babylon.waterMaterial.ts

+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.js

@@ -199,7 +199,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.fireMaterial.min.js


Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 2 - 2
materialsLibrary/dist/babylon.furMaterial.js


Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.furMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.gradientMaterial.js

@@ -321,7 +321,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Clip plane

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.gradientMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.lavaMaterial.js

@@ -333,7 +333,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.lavaMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.normalMaterial.js

@@ -324,7 +324,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.normalMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.pbrMaterial.js

@@ -672,7 +672,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", this._myScene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (this._myScene.getCachedMaterial() !== this) {
                 if (BABYLON.StandardMaterial.FresnelEnabled) {

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.pbrMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.simpleMaterial.js

@@ -324,7 +324,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.simpleMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.js

@@ -340,7 +340,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.terrainMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.triPlanarMaterial.js

@@ -341,7 +341,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             this._effect.setFloat("tileSize", this.tileSize);
             if (scene.getCachedMaterial() !== this) {

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.triPlanarMaterial.min.js


+ 1 - 1
materialsLibrary/dist/babylon.waterMaterial.js

@@ -410,7 +410,7 @@ var BABYLON;
             this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             if (scene.getCachedMaterial() !== this) {
                 // Textures        

Những thai đổi đã bị hủy bỏ vì nó quá lớn
+ 1 - 1
materialsLibrary/dist/babylon.waterMaterial.min.js


+ 1 - 1
materialsLibrary/materials/fire/babylon.fireMaterial.ts

@@ -253,7 +253,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/fur/babylon.furMaterial.ts

@@ -431,7 +431,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 3 - 1
materialsLibrary/materials/fur/fur.fragment.fx

@@ -421,7 +421,9 @@ void main(void) {
 		discard;
 	}
 	
-	baseColor = vec4(baseColor.xyz, 1.0 - furOffset);
+    float occlusion = mix(0.0, furTextureColor.b * 1.2, furOffset);
+    
+	baseColor = vec4(baseColor.xyz * occlusion, 1.1 - furOffset);
 	#endif
 
 	// Lighting

+ 1 - 1
materialsLibrary/materials/gradient/babylon.gradientMaterial.ts

@@ -391,7 +391,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/lava/babylon.lavaMaterial.ts

@@ -404,7 +404,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/normal/babylon.normalMaterial.ts

@@ -391,7 +391,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/pbr/babylon.pbrMaterial.ts

@@ -809,7 +809,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (this._myScene.getCachedMaterial() !== (<BABYLON.Material>this)) {

+ 1 - 1
materialsLibrary/materials/simple/babylon.simpleMaterial.ts

@@ -391,7 +391,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/terrain/babylon.terrainMaterial.ts

@@ -417,7 +417,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {

+ 1 - 1
materialsLibrary/materials/triPlanar/babylon.triPlanarMaterial.ts

@@ -419,7 +419,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
             
             this._effect.setFloat("tileSize", this.tileSize);

+ 1 - 1
materialsLibrary/materials/water/babylon.waterMaterial.ts

@@ -487,7 +487,7 @@ module BABYLON {
 
             // Bones
             if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
-                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
+                this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
             }
 
             if (scene.getCachedMaterial() !== this) {