SSAO 的深度纹理不正确

Incorrect depthTexture with SSAO

最近我一直很困惑,因为我一直在尝试让 THREE.DepthTexture 与环境光遮蔽着色器一起工作。我以前用 RGBA 解包工作过,但在阅读了 Matt Deslauriers 的项目 Audiograph 后,我决定尝试他描述的方法来提高潜在的性能:

Historically in ThreeJS, you would render your scene with MeshDepthMaterial to a WebGLRenderTarget, and then unpack to a linear depth value when sampling from the depth target. This is fairly expensive and often unnecessary, since many environments support the WEBGL_depth_texture extension.

尝试这种方法后,我不知何故得到了这种奇怪的不需要的效果,其中线条遍布整个地形:

我在下面设置了一个小例子,我在其中复制了这个问题。我觉得这是很明显的事情,我只是在掩饰。

我希望这里有人能够指出我遗漏了什么,这样我就可以让环境光遮蔽以一种更高效的方式工作!

非常感谢。

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 2000);

const pivot = new THREE.Object3D();
pivot.add(camera);
scene.add(pivot);

camera.position.set(0, 250, 500);
camera.lookAt(pivot.position);

const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.gammaFactor = 2.2;

let supportsExtension = false;

if (renderer.extensions.get('WEBGL_depth_texture')) {
  supportsExtension = true;
}

document.body.appendChild(renderer.domElement);

const createCube = () => {
 const geo = new THREE.BoxGeometry(500, 500, 500);
  const mat = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
  const obj = new THREE.Mesh(geo, mat);
  obj.position.y = -(obj.geometry.parameters.height / 2);
  scene.add(obj);
}

const createSphere = () => {
 const geo = new THREE.SphereGeometry(100, 12, 8);
  const mat = new THREE.MeshBasicMaterial({ color: 0xff00ff });
  const obj = new THREE.Mesh(geo, mat);
  obj.position.y = obj.geometry.parameters.radius;
  scene.add(obj);
}

// Create objects
createCube();
createSphere();

const composer = new THREE.EffectComposer(renderer);

const target = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
target.texture.format = THREE.RGBFormat;
target.texture.minFilter = THREE.NearestFilter;
target.texture.magFilter = THREE.NearestFilter;
target.texture.generateMipmaps = false;
target.stencilBuffer = false;
target.depthBuffer = true;
target.depthTexture = new THREE.DepthTexture();
target.depthTexture.type = THREE.UnsignedShortType;

function initPostProcessing() {
 composer.addPass(new THREE.RenderPass( scene, camera ));

  const pass = new THREE.ShaderPass({
   uniforms: {
     "tDiffuse":     { value: null },
     "tDepth":       { value: target.depthTexture },
     "resolution":   { value: new THREE.Vector2( 512, 512 ) },
     "cameraNear":   { value: 1 },
     "cameraFar":    { value: 100 },
     "onlyAO":       { value: 0 },
     "aoClamp":      { value: 0.5 },
     "lumInfluence": { value: 0.5 }
   },
   vertexShader: document.getElementById('vertexShader').textContent,
   fragmentShader: document.getElementById('fragmentShader').textContent,
  });
 pass.material.precision = 'highp';
  composer.addPass(pass);
  pass.uniforms.tDepth.value = target.depthTexture;
  pass.uniforms.cameraNear.value = camera.near;
  pass.uniforms.cameraFar.value = camera.far;
  
  composer.passes[composer.passes.length - 1].renderToScreen = true;
}

initPostProcessing();

const animate = () => {
 requestAnimationFrame( animate );

 pivot.rotation.y += 0.01;

  renderer.render( scene, camera, target );

  composer.render();
}

animate();
html, body { margin: 0; }
canvas { display: block; width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/dev/examples/js/shaders/CopyShader.js"></script>

<script id="vertexShader" type="x-shader/x-vertex">
 varying vec2 vUv;
  
  void main() {
   
    vUv = uv;
    
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
    
  }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform float cameraNear;
uniform float cameraFar;

uniform bool onlyAO;      // use only ambient occlusion pass?

uniform vec2 resolution;        // texture width, height
uniform float aoClamp;    // depth clamp - reduces haloing at screen edges

uniform float lumInfluence;  // how much luminance affects occlusion

uniform sampler2D tDiffuse;
uniform highp sampler2D tDepth;

varying vec2 vUv;

// #define PI 3.14159265
#define DL 2.399963229728653  // PI * ( 3.0 - sqrt( 5.0 ) )
#define EULER 2.718281828459045

// user variables

const int samples = 4;     // ao sample count
const float radius = 5.0;  // ao radius
    
const bool useNoise = false;      // use noise instead of pattern for sample dithering
const float noiseAmount = 0.0003; // dithering amount

const float diffArea = 0.4;   // self-shadowing reduction
const float gDisplace = 0.4;  // gauss bell center

highp vec2 rand( const vec2 coord ) {

  highp vec2 noise;

    if ( useNoise ) {

      float nx = dot ( coord, vec2( 12.9898, 78.233 ) );
      float ny = dot ( coord, vec2( 12.9898, 78.233 ) * 2.0 );

      noise = clamp( fract ( 43758.5453 * sin( vec2( nx, ny ) ) ), 0.0, 1.0 );

    } else {

      highp float ff = fract( 1.0 - coord.s * ( resolution.x / 2.0 ) );
      highp float gg = fract( coord.t * ( resolution.y / 2.0 ) );

      noise = vec2( 0.25, 0.75 ) * vec2( ff ) + vec2( 0.75, 0.25 ) * gg;

    }

    return ( noise * 2.0  - 1.0 ) * noiseAmount;

  }

 float readDepth( const in vec2 coord ) {

   float cameraFarPlusNear = cameraFar + cameraNear;
  float cameraFarMinusNear = cameraFar - cameraNear;
  float cameraCoef = 2.0 * cameraNear;

   return cameraCoef / ( cameraFarPlusNear - texture2D( tDepth, coord ).x * cameraFarMinusNear );

 }

  float compareDepths( const in float depth1, const in float depth2, inout int far ) {

    float garea = 2.0;                         // gauss bell width
    float diff = ( depth1 - depth2 ) * 100.0;  // depth difference (0-100)

    // reduce left bell width to avoid self-shadowing

    if ( diff < gDisplace ) {

      garea = diffArea;

    } else {

      far = 1;

    }

      float dd = diff - gDisplace;
      float gauss = pow( EULER, -2.0 * dd * dd / ( garea * garea ) );
      return gauss;

    }

    float calcAO( float depth, float dw, float dh ) {

      float dd = radius - depth * radius;
      vec2 vv = vec2( dw, dh );

      vec2 coord1 = vUv + dd * vv;
      vec2 coord2 = vUv - dd * vv;

      float temp1 = 0.0;
      float temp2 = 0.0;

      int far = 0;
      temp1 = compareDepths( depth, readDepth( coord1 ), far );

      // DEPTH EXTRAPOLATION

      if ( far > 0 ) {

        temp2 = compareDepths( readDepth( coord2 ), depth, far );
        temp1 += ( 1.0 - temp1 ) * temp2;

      }

      return temp1;

    }

    void main() {

      highp vec2 noise = rand( vUv );
      float depth = readDepth( vUv );
      float tt = clamp( depth, aoClamp, 1.0 );

      float w = ( 1.0 / resolution.x )  / tt + ( noise.x * ( 1.0 - noise.x ) );
      float h = ( 1.0 / resolution.y ) / tt + ( noise.y * ( 1.0 - noise.y ) );

      float ao = 0.0;

      float dz = 1.0 / float( samples );
      float z = 1.0 - dz / 2.0;
      float l = 0.0;

      for ( int i = 0; i <= samples; i ++ ) {

        float r = sqrt( 1.0 - z );

        float pw = cos( l ) * r;
        float ph = sin( l ) * r;
        ao += calcAO( depth, pw * w, ph * h );
        z = z - dz;
        l = l + DL;

      }

      ao /= float( samples );
      ao = 1.0 - ao;

      vec3 color = texture2D( tDiffuse, vUv ).rgb;

      vec3 lumcoeff = vec3( 0.299, 0.587, 0.114 );
      float lum = dot( color.rgb, lumcoeff );
      vec3 luminance = vec3( lum );

      vec3 final = vec3( color * mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );  // mix( color * ao, white, luminance )
     float depth2 = readDepth(vUv);
        
    if ( onlyAO ) {

      final = vec3( mix( vec3( ao ), vec3( 1.0 ), luminance * lumInfluence ) );  // ambient occlusion only

    }
 
 // gl_FragColor = vec4( vec3( readDepth( vUv) ), 1.0 ); // Depth
   gl_FragColor = vec4( final, 1.0 );

}
</script>

我很想知道是什么导致我的环境光遮蔽无法正确渲染!

如果您使用透视相机并出于任何目的依赖深度图 - 包括 SSAO 和阴影 - 请小心选择 camera.nearcamera.far - 特别是near。 (如果你正在处理阴影,那将是 shadow.camera.near。)

在您的用例合理的范围内将近平面推出。如果您的场景位于平截头体前方附近,您将获得最佳效果。

three.js r.86