diff --git a/editor/js/Sidebar.Project.Renderer.js b/editor/js/Sidebar.Project.Renderer.js index 7b77f12ecf7fc9..5b9b37ed52eb81 100644 --- a/editor/js/Sidebar.Project.Renderer.js +++ b/editor/js/Sidebar.Project.Renderer.js @@ -37,7 +37,6 @@ function SidebarProjectRenderer( editor ) { const shadowTypeSelect = new UISelect().setOptions( { 0: 'Basic', 1: 'PCF', - 2: 'PCF Soft', 3: 'VSM' } ).setWidth( '125px' ).onChange( updateShadows ); shadowTypeSelect.setValue( config.getKey( 'project/renderer/shadowType' ) ); diff --git a/examples/jsm/materials/MeshGouraudMaterial.js b/examples/jsm/materials/MeshGouraudMaterial.js index d2feba83b4aca2..44526da8d2656e 100644 --- a/examples/jsm/materials/MeshGouraudMaterial.js +++ b/examples/jsm/materials/MeshGouraudMaterial.js @@ -221,7 +221,6 @@ const GouraudShader = { #endif #include - #include #include #include #include diff --git a/examples/jsm/shaders/UnpackDepthRGBAShader.js b/examples/jsm/shaders/UnpackDepthRGBAShader.js index ef0271df1880c3..4d9fa445ab37e8 100644 --- a/examples/jsm/shaders/UnpackDepthRGBAShader.js +++ b/examples/jsm/shaders/UnpackDepthRGBAShader.js @@ -4,7 +4,7 @@ */ /** - * Unpack RGBA depth shader that shows RGBA encoded depth as monochrome color. + * Depth visualization shader that shows depth values as monochrome color. * * @constant * @type {ShaderMaterial~Shader} @@ -39,11 +39,9 @@ const UnpackDepthRGBAShader = { varying vec2 vUv; - #include - void main() { - float depth = unpackRGBAToDepth( texture2D( tDiffuse, vUv ) ); + float depth = texture2D( tDiffuse, vUv ).r; #ifdef USE_REVERSED_DEPTH_BUFFER diff --git a/examples/jsm/utils/ShadowMapViewer.js b/examples/jsm/utils/ShadowMapViewer.js index 5e43cae4c86539..723d0e09f90dfd 100644 --- a/examples/jsm/utils/ShadowMapViewer.js +++ b/examples/jsm/utils/ShadowMapViewer.js @@ -6,10 +6,8 @@ import { OrthographicCamera, PlaneGeometry, Scene, - ShaderMaterial, - UniformsUtils + ShaderMaterial } from 'three'; -import { UnpackDepthRGBAShader } from '../shaders/UnpackDepthRGBAShader.js'; /** * This is a helper for visualising a given light's shadow map. @@ -57,13 +55,29 @@ class ShadowMapViewer { const scene = new Scene(); //HUD for shadow map - const shader = UnpackDepthRGBAShader; - - const uniforms = UniformsUtils.clone( shader.uniforms ); const material = new ShaderMaterial( { - uniforms: uniforms, - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader + uniforms: { + tDiffuse: { value: null }, + opacity: { value: 1.0 } + }, + vertexShader: /* glsl */` + varying vec2 vUv; + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + fragmentShader: /* glsl */` + uniform float opacity; + uniform sampler2D tDiffuse; + varying vec2 vUv; + void main() { + float depth = texture2D( tDiffuse, vUv ).r; + #ifdef USE_REVERSED_DEPTH_BUFFER + gl_FragColor = vec4( vec3( depth ), opacity ); + #else + gl_FragColor = vec4( vec3( 1.0 - depth ), opacity ); + #endif + }` } ); const plane = new PlaneGeometry( frame.width, frame.height ); const mesh = new Mesh( plane, material ); @@ -177,7 +191,7 @@ class ShadowMapViewer { //always end up with the scene's first added shadow casting light's shadowMap //in the shader //See: https://github.com/mrdoob/three.js/issues/5932 - uniforms.tDiffuse.value = light.shadow.map.texture; + material.uniforms.tDiffuse.value = light.shadow.map.texture; userAutoClearSetting = renderer.autoClear; renderer.autoClear = false; // To allow render overlay diff --git a/examples/webgl_animation_walk.html b/examples/webgl_animation_walk.html index cc435fb72ee007..b6985ebf7fb685 100644 --- a/examples/webgl_animation_walk.html +++ b/examples/webgl_animation_walk.html @@ -110,7 +110,7 @@ renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 0.5; renderer.shadowMap.enabled = true; - renderer.shadowMap.type = THREE.PCFSoftShadowMap; + renderer.shadowMap.type = THREE.PCFShadowMap; container.appendChild( renderer.domElement ); orbitControls = new OrbitControls( camera, renderer.domElement ); diff --git a/examples/webgl_depth_texture.html b/examples/webgl_depth_texture.html index f7205ba6d1d725..2406f26da8dc17 100644 --- a/examples/webgl_depth_texture.html +++ b/examples/webgl_depth_texture.html @@ -25,8 +25,6 @@ }