链接
rain drop | Babylon.js Playground
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代码
class Playground {
public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene {
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
// This creates and positions a free camera (non-mesh)
var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene);
// This targets the camera to scene origin
camera.setTarget(BABYLON.Vector3.Zero());
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
// Default intensity is 1. Let's dim the light a small amount
light.intensity = 0.7;
// Our built-in 'ground' shape. Params: name, options, scene
var ground = BABYLON.MeshBuilder.CreatePlane("ground", { width: 6, height: 6 }, scene);
const mat = new BABYLON.ShaderMaterial('mat', scene, 'planeMat', {
attributes: ['position', 'normal', 'uv'],
uniforms: ['world', 'worldView', 'worldViewProjection', 'view', 'projection', 'iTime', 'iResolution', 'iMouse'],
samplers: ['iChannel0']
});
ground.material = mat;
BABYLON.Effect.ShadersStore['planeMatVertexShader'] = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
attribute vec3 normal;
uniform mat4 worldViewProjection;
varying vec2 vUV;
void main(){
gl_Position = worldViewProjection * vec4(position, 1.0);
vUV = uv;
}
`;
BABYLON.Effect.ShadersStore['planeMatFragmentShader'] = `
precision highp float;
varying vec2 vUV;
uniform vec3 iResolution;
uniform vec4 iMouse;
uniform float iTime;
uniform sampler2D iChannel0;
#define S(a, b, t) smoothstep(a, b, t)
#define HAS_HEART
#define USE_POST_PROCESSING
vec3 N13(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031,.11369,.13787));
p3 += dot(p3, p3.yzx + 19.19);
return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}
vec4 N14(float t) {
return fract(sin(t*vec4(123., 1024., 1456., 264.))*vec4(6547., 345., 8799., 1564.));
}
float N(float t) {
return fract(sin(t*12345.564)*7658.76);
}
float Saw(float b, float t) {
return S(0., b, t)*S(1., b, t);
}
vec2 DropLayer2(vec2 uv, float t) {
vec2 UV = uv;
uv.y += t*0.75;
vec2 a = vec2(6., 1.);
vec2 grid = a*2.;
vec2 id = floor(uv*grid);
float colShift = N(id.x);
uv.y += colShift;
id = floor(uv*grid);
vec3 n = N13(id.x*35.2+id.y*2376.1);
vec2 st = fract(uv*grid)-vec2(.5, 0);
float x = n.x-.5;
float y = UV.y*20.;
float wiggle = sin(y+sin(y));
x += wiggle*(.5-abs(x))*(n.z-.5);
x *= .7;
float ti = fract(t+n.z);
y = (Saw(.85, ti)-.5)*.9+.5;
vec2 p = vec2(x, y);
float d = length((st-p)*a.yx);
float mainDrop = S(.4, .0, d);
float r = sqrt(S(1., y, st.y));
float cd = abs(st.x-x);
float trail = S(.23*r, .15*r*r, cd);
float trailFront = S(-.02, .02, st.y-y);
trail *= trailFront*r*r;
y = UV.y;
float trail2 = S(.2*r, .0, cd);
float droplets = max(0., (sin(y*(1.-y)*120.)-st.y))*trail2*trailFront*n.z;
y = fract(y*10.)+(st.y-.5);
float dd = length(st-vec2(x, y));
droplets = S(.3, 0., dd);
float m = mainDrop+droplets*r*trailFront;
return vec2(m, trail);
}
float StaticDrops(vec2 uv, float t) {
uv *= 40.;
vec2 id = floor(uv);
uv = fract(uv)-.5;
vec3 n = N13(id.x*107.45+id.y*3543.654);
vec2 p = (n.xy-.5)*.7;
float d = length(uv-p);
float fade = Saw(.025, fract(t+n.z));
float c = S(.3, 0., d)*fract(n.z*10.)*fade;
return c;
}
vec2 Drops(vec2 uv, float t, float l0, float l1, float l2) {
float s = StaticDrops(uv, t)*l0;
vec2 m1 = DropLayer2(uv, t)*l1;
vec2 m2 = DropLayer2(uv*1.85, t)*l2;
float c = s+m1.x+m2.x;
c = S(.3, 1., c);
return vec2(c, max(m1.y*l0, m2.y*l1));
}
void main(){
vec2 uv = (vUV - 0.5) * iResolution.y / iResolution.x;
// vec2 uv = ;
vec2 UV = vUV;
vec3 M = vec3(0.0);
float T = iTime;
float t = T*.2;
float rainAmount = iMouse.z>0. ? M.y : sin(T*.05)*.3+.7;
float maxBlur = mix(3., 6., rainAmount);
float minBlur = 2.;
float story = 0.;
float heart = 0.;
#ifdef HAS_HEART
story = S(0., 70., T);
t = min(1., T/70.); // remap drop time so it goes slower when it freezes
t = 1.-t;
t = (1.-t*t)*70.;
float zoom= mix(.3, 1.2, story); // slowly zoom out
uv *=zoom;
minBlur = 4.+S(.5, 1., story)*3.; // more opaque glass towards the end
maxBlur = 6.+S(.5, 1., story)*1.5;
vec2 hv = uv-vec2(.0, -.1); // build heart
hv.x *= .5;
float s = S(110., 70., T); // heart gets smaller and fades towards the end
hv.y-=sqrt(abs(hv.x))*.5*s;
heart = length(hv);
heart = S(.4*s, .2*s, heart)*s;
rainAmount = heart; // the rain is where the heart is
maxBlur-=heart; // inside the heart slighly less foggy
uv *= 1.5; // zoom out a bit more
t *= .25;
#else
float zoom = -cos(T*.2);
uv *= .7+zoom*.3;
#endif
UV = (UV-.5)*(.9+zoom*.1)+.5;
float staticDrops = S(-.5, 1., rainAmount)*2.;
float layer1 = S(.25, .75, rainAmount);
float layer2 = S(.0, .5, rainAmount);
vec2 c = Drops(uv, t, staticDrops, layer1, layer2);
#ifdef CHEAP_NORMALS
vec2 n = vec2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;))
#else
vec2 e = vec2(.001, 0.);
float cx = Drops(uv+e, t, staticDrops, layer1, layer2).x;
float cy = Drops(uv+e.yx, t, staticDrops, layer1, layer2).x;
vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals
#endif
#ifdef HAS_HEART
n *= 1.-S(60., 85., T);
c.y *= 1.-S(80., 100., T)*.8;
#endif
float focus = mix(maxBlur-c.y, minBlur, S(.1, .2, c.x));
vec3 col = textureLod(iChannel0, UV+n, focus).rgb;
#ifdef USE_POST_PROCESSING
t = (T+3.)*.5; // make time sync with first lightnoing
float colFade = sin(t*.2)*.5+.5+story;
col *= mix(vec3(1.), vec3(.8, .9, 1.3), colFade); // subtle color shift
float fade = S(0., 10., T); // fade in at the start
float lightning = sin(t*sin(t*10.)); // lighting flicker
lightning *= pow(max(0., sin(t+sin(t))), 10.); // lightning flash
col *= 1.+lightning*fade*mix(1., .1, story*story); // composite lightning
col *= 1.-dot(UV-=.5, UV); // vignette
#ifdef HAS_HEART
col = mix(pow(col, vec3(1.2)), col, heart);
fade *= S(102., 97., T);
#endif
col *= fade; // composite start and end fade
#endif
//col = vec3(heart);
gl_FragColor = vec4(col, 1.);
}
`;
const { width, height } = scene.getEngine().getRenderingCanvas()!;
const texture = new BABYLON.Texture(Assets.textures.Checker_albedo_png.path, scene);
mat.onBindObservable.add(() => {
mat.getEffect().setVector3('iResolution', new BABYLON.Vector3(width, height, width / height));
mat.getEffect().setTexture('iChannel0', texture);
mat.getEffect().setFloat('iTime', time);
});
let time = 0;
scene.registerAfterRender(() => {
time += 0.03;
});
scene.onPointerDown = (event) => {
mat.setVector4('iMouse', new BABYLON.Vector4(event.clientX, event.clientY, event.buttons === 1 ? 1 : 0, 1.0));
};
return scene;
}
}