阴影
阴影为场景和模型添加了一定程度的深度和真实感,因为它们可以显示物体的比例和位置,使场景中的物体看起来更加立体。在引擎中,光源可以将物体的阴影投射到自身的其他部分或者附近的场景中,这些阴影可以是实时的,也可以是静态的。
配置阴影
阴影是通过光源来实现的,目前引擎中 平行光(DirectLight)、点光源(PointLight)、聚光灯(SpotLight) 都可以产生阴影。需要渲染阴影效果时,只需要将对应灯光的 castShadow 属性设置为 true 即可。
let lightObj = new Object3D();
// 设置灯光位置
lightObj.x = 0;
lightObj.y = 0;
lightObj.z = 0;
// 设置灯光角度,绕X轴旋转45度
lightObj.rotationX = 45;
lightObj.rotationY = 0;
lightObj.rotationZ = 0;
// 添加平行光组件,并开启阴影
let lc = lightObj.addComponent(DirectLight);
lc.castShadow = true; // 默认为 false
lc.intensity = 5;
scene.addChild(lightObj);想要看到阴影效果,我们还需要产生阴影的物体和承载阴影的物体。如果希望光线照射到某个物体上产生阴影效果,需要在物体上添加一个 MeshRenderer 组件,并且将该组件的 castShadow 属性设置为 true。
//创建一个box,用于产生阴影
let castShadowObj = new Object3D();
let mr1 = castShadowObj.addComponent(MeshRenderer);
mr1.geometry = new BoxGeometry();
mr1.material = new LitMaterial();
mr1.castShadow = true
scene.addChild(castShadowObj);然后需要在接受阴影的物体上添加一个 MeshRenderer 组件,并且将该组件的 receiveShadow 属性设置为 true。
//创建一个plane,用于接受阴影
let receiveShadowObj = new Object3D();
let mr2 = receiveShadowObj.addComponent(MeshRenderer);
mr2.geometry = new PlaneGeometry(1000,1000);
mr2.material =new LitMaterial();
mr2.receiveShadow = true;
scene.addChild(receiveShadowObj);这样就可以在场景上看到一个 box 在平行光的照射下,产生了一个阴影并投射在了 plane 上:
平行光阴影
import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: 100,
type: 'HARD'
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(-45, -45, 100, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//DirectLight
{
let obj = new Object3D();
obj.y = 50;
obj.rotationX = 45;
obj.rotationY = 0;
obj.rotationZ = 0;
let light = obj.addComponent(DirectLight);
scene3D.addChild(obj);
// enable light shadow
light.castShadow = true;
light.intensity = 30;
light.shadowBias = 0.01;
scene3D.addChild(obj);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
castShadowObj.rotationY = 45;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);点光源阴影
import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: 50,
pointShadowBias: 0.0001,
type: 'HARD'
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(0, -45, 150, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//PointLight
{
let obj = new Object3D();
let light = obj.addComponent(PointLight);
scene3D.addChild(obj);
obj.x = -15;
obj.y = 30;
obj.z = -20;
obj.rotationX = 0;
obj.rotationY = 0;
obj.rotationZ = 0;
light.intensity = 15;
light.range = 100;
// enable light shadow
light.castShadow = true;
light.debug();
light.debugDraw(true);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);聚光灯阴影
import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: 50,
pointShadowBias: 0.0001,
type: 'HARD'
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(0, -45, 150, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//SpotLight
{
let obj = new Object3D();
let light = obj.addComponent(SpotLight);
scene3D.addChild(obj);
obj.x = -30;
obj.y = 15;
obj.z = 40;
obj.rotationX = 0;
obj.rotationY = 145;
obj.rotationZ = 0;
light.intensity = 50;
light.range = 150;
light.outerAngle = 110;
light.innerAngle = 30;
// enable light shadow
light.castShadow = true;
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);阴影偏移
阴影偏移 shadowBias 是影响阴影渲染的重要参数,因为一般阴影贴图的尺寸和最终渲染贴图的尺寸不完全相同的,会造成阴影采样失真等情况,通常可以通过手动设置一个微小的偏移量 shadowBias 来解决采样失真的情况。
light.shadowBias = 0.0002 // 光阴影偏移版本说明
从 0.9.0 起,shadowBias 在各类型的灯光上控制(此前在engine.setting.shadow上),默认值为 auto 即自动计算bias值,也可以手动指定以覆盖 auto值。
一般
shadowBias设置过小,会出现大面积摩尔纹或者完全覆盖阴影的情况;反之,如果设置过大,则会出现阴影和物体分离(漏光)的情况:
import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
import * as dat from 'dat.gui';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
setting: {
// shadow setting
shadow: {
autoUpdate: true,
debug: false,
shadowBound: 100
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(0, -45, 100, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
{
let obj = new Object3D();
obj.y = 50;
let light = obj.addComponent(DirectLight);
scene3D.addChild(obj);
obj.rotationX = 200;
obj.rotationY = 135;
obj.rotationZ = 170;
light.intensity = 10;
// enable light shadow
light.castShadow = true;
light.shadowBias = 0.01;
const GUIHelp = new dat.GUI();
GUIHelp.add(light, 'shadowBias', 0, 0.1, 0.0001);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);阴影类型
通过设置阴影类型,可以控制阴影的表现效果。目前支持的阴影类型有:
- HARD:硬阴影,是一种比较锐利的阴影,通常用于阴影距离物体比较近的情况。
- SOFT:软阴影,是一种比较柔和、模糊的阴影,阴影边缘做了模糊处理,通常用于阴影离物体比较远的情况。
- PCF:PCF(Percentage-Closer Filtering) 是一种常见的软阴影处理算法,通过对当前像素和周围的阴影深度进行采样并按距离进行加权平均,从而得到一种人工伪造的柔和阴影效果。目前引擎默认使用这个类型的阴影。
配置阴影类型:
engine.setting.shadow.type = 'SOFT'; // 默认 HARDimport { Color } from '@orillusion/core';
import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry } from '@orillusion/core';
import * as dat from 'dat.gui';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: 20,
pointShadowBias: 0.0001,
type: sessionStorage._shadow_type || 'HARD'
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(0, -45, 50, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//PointLight
{
let obj = new Object3D();
let light = obj.addComponent(PointLight);
scene3D.addChild(obj);
obj.x = -30;
obj.y = 30;
obj.z = -30;
obj.rotationX = 0;
obj.rotationY = 0;
obj.rotationZ = 0;
light.intensity = 15;
light.range = 100;
light.castShadow = true;
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);
let gui = new dat.GUI();
gui.add(engine.setting.shadow, 'type', ['PCF', 'SOFT', 'HARD']).onChange((v) => {
sessionStorage._shadow_type = v;
location.reload();
});阴影大小
引擎的 setting 提供了对阴影大小的控制参数,可以通过参数控制不同场景下阴影所使用的纹理大小和区域大小。
相关属性如下:
| 属性 | 类型 | 说明 |
|---|---|---|
| shadowBound | Number | 阴影区域范围 |
| shadowSize | Number | 平行光阴影贴图尺寸大小,默认1024 |
| pointShadowSize | Number | 点光源阴影贴图大小尺寸,默认1024 |
阴影贴图尺寸大小(shadowSize、pointShadowSize)直接影响最终阴影质量,且数值越小性能开销越低,并且阴影锯齿感越明显。
shadowBound 参数控制场景中受照阴影区域大小,区域越大,阴影贴图尺寸也应适当增大,当大区域投射在小阴影贴图上时,也会导致很明显的阴影锯齿。
engine.setting.shadow.shadowBound = 100设置平行光阴影贴图尺寸大小:
engine.setting.shadow.shadowSize = 2048import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
import * as dat from 'dat.gui';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: sessionStorage._shadowBound || 100,
type: 'HARD',
shadowSize: sessionStorage._shadowSize || 512
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(-45, -45, 50, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//DirectLight
{
let obj = new Object3D();
obj.y = sessionStorage._shadowBound ? Number(sessionStorage._shadowBound) * 0.5 : 100;
obj.rotationX = 45;
obj.rotationY = 0;
obj.rotationZ = 0;
let light = obj.addComponent(DirectLight);
scene3D.addChild(obj);
// enable light shadow
light.castShadow = true;
light.shadowBias = 0.01;
light.intensity = 10;
scene3D.addChild(obj);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
castShadowObj.rotationY = 45;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
castShadowObj.rotationY = 45;
castShadowObj.x = 30;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(0, 1, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);
let gui = new dat.GUI();
gui.add(engine.setting.shadow, 'shadowBound', [30, 50, 100, 500]).onChange((v) => {
sessionStorage._shadowBound = v;
location.reload();
});
gui.add(engine.setting.shadow, 'shadowSize', [128, 256, 512, 1024, 2048]).onChange((v) => {
sessionStorage._shadowSize = v;
location.reload();
});设置点光源阴影贴图大小尺寸:
engine.setting.shadow.pointShadowSize = 2048import { Engine3D, Scene3D, Object3D, Camera3D, Vector3, AtmosphericComponent, View3D, LitMaterial, BoxGeometry, MeshRenderer, UnLitMaterial, SphereGeometry, DirectLight, PointLight, SpotLight, HoverCameraController, PlaneGeometry, Color } from '@orillusion/core';
import * as dat from 'dat.gui';
let engine = await Engine3D.init({
canvasConfig: { devicePixelRatio: 1 },
// shadow setting
setting: {
shadow: {
autoUpdate: true,
shadowBound: sessionStorage._shadowBound || 100,
type: 'HARD',
pointShadowSize: sessionStorage._pointShadowSize || 512
}
}
});
let scene3D: Scene3D = new Scene3D();
let cameraObj: Object3D = new Object3D();
let camera = cameraObj.addComponent(Camera3D);
camera.perspective(60, engine.aspect, 1, 5000.0);
let controller = cameraObj.addComponent(HoverCameraController);
controller.setCamera(-45, -45, 50, new Vector3(0, 0, 0));
scene3D.addChild(cameraObj);
//PointLight
{
let obj = new Object3D();
obj.y = 50;
obj.z = -30;
obj.rotationX = 45;
obj.rotationY = 0;
obj.rotationZ = 0;
let light = obj.addComponent(PointLight);
scene3D.addChild(obj);
// enable light shadow
light.castShadow = true;
light.intensity = 10;
scene3D.addChild(obj);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
castShadowObj.rotationY = 45;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(1, 0, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a box as shadow source
{
let castShadowObj = new Object3D();
castShadowObj.y = 5;
castShadowObj.rotationY = 45;
castShadowObj.x = 30;
let mr = castShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10, 10, 10);
mr.material = new LitMaterial();
mr.material.baseColor = new Color(0, 1, 0);
mr.castShadow = true;
scene3D.addChild(castShadowObj);
}
// create a plane to receive shadow
{
let receiveShadowObj = new Object3D();
let mr = receiveShadowObj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(2000, 1, 2000);
mr.material = new LitMaterial();
mr.receiveShadow = true;
scene3D.addChild(receiveShadowObj);
}
// create a view with target scene and camera
let view = new View3D();
view.scene = scene3D;
view.camera = camera;
// start render
engine.startRenderView(view);
let gui = new dat.GUI();
gui.add(engine.setting.shadow, 'shadowBound', [20, 50, 100, 500]).onChange((v) => {
sessionStorage._shadowBound = v;
location.reload();
});
gui.add(engine.setting.shadow, 'pointShadowSize', [128, 256, 512, 1024, 2048]).onChange((v) => {
sessionStorage._pointShadowSize = v;
location.reload();
});联级阴影贴图(Cascaded Shadow Maps)
常用于支持大场景中更好的阴影渲染那效果,将视锥内阴影按四个等级进行划分,在着色处理阴影的阶段根据当前所处阴影等级选择合适的阴影贴图,能够获得更加精确、覆盖全视锥体范围的阴影效果。使用了CSM阴影后,能够解决阴影Bound范围过大,阴影的像素密度不够导致马赛克化过于严重;Bound范围小、阴影区域过小,远处的物体丢失阴影的问题。
从 0.9.0 起,CSM 由 平行光(DirectLight) 控制(此前在相机上)。在投射阴影的平行光上开启即可:
import { Object3D, DirectLight } from '@orillusion/core';
let lightObj = new Object3D();
let light = lightObj.addComponent(DirectLight);
light.castShadow = true; // 平行光需先开启阴影投射
light.enableCSM = true; // 启用级联阴影
light.cascadeNum = 4; // 级联级数(可选)从旧版本迁移
0.8.x 中 CSM 在相机上启用(camera.enableCSM = true),相机上的 csm / getCSMShadowWorldExtents 等接口已移除。请改为在投射阴影的 DirectLight 上设置 enableCSM。控制级联范围的 csmMargin / csmScatteringExp / csmAreaScale 仍在 engine.setting.shadow 中(见下方阴影属性)。
import { Scene3D, HoverCameraController, Engine3D, AtmosphericComponent, Object3D, View3D, DirectLight, KelvinUtil, LitMaterial, MeshRenderer, BoxGeometry, CameraUtil, Object3DUtil } from '@orillusion/core';
import * as dat from 'dat.gui';
// sample of csm
class Sample_CSM {
scene: Scene3D;
view: View3D;
light: DirectLight;
GUIHelp: dat.GUI;
engine: Engine3D;
async run() {
this.engine = await Engine3D.init({
setting: {
shadow: {
autoUpdate: true,
shadowSize: 2048,
shadowBound: 512,
shadowBias: 0.01
}
}
});
this.GUIHelp = new dat.GUI();
this.scene = new Scene3D();
let sky = this.scene.addComponent(AtmosphericComponent);
// init camera3D
let mainCamera = CameraUtil.createCamera3D(undefined, this.scene);
mainCamera.perspective(60, this.engine.aspect, 1, 5000.0);
mainCamera.object3D.z = -15;
mainCamera.object3D.addComponent(HoverCameraController).setCamera(-15, -35, 200);
// main directional light + CSM
sky.relativeTransform = this.initLight('mainLight', 3, 45, true);
this.initLight('subLight', 2, 10, false);
this.initScene();
let view = new View3D();
view.scene = this.scene;
view.camera = mainCamera;
this.view = view;
// CSM is controlled by the directional light (0.9.0+)
let f = this.GUIHelp.addFolder('CSM');
f.add(this.light, 'enableCSM');
f.add(this.light, 'cascadeNum', 1, 4, 1);
f.add(this.engine.setting.shadow, 'csmScatteringExp', 0.5, 1.0, 0.01);
f.add(this.engine.setting.shadow, 'csmMargin', 0.01, 0.5, 0.01);
f.add(this.engine.setting.shadow, 'csmAreaScale', 0.1, 1, 0.01);
f.open();
this.engine.startRenderView(view);
}
// create direction light
private initLight(name: string, intensity: number, rotY: number, csm: boolean) {
let lightObj3D = new Object3D();
lightObj3D.name = name;
lightObj3D.rotationX = 46;
lightObj3D.rotationY = 62 + rotY;
lightObj3D.rotationZ = 0;
let sunLight = lightObj3D.addComponent(DirectLight);
sunLight.intensity = intensity;
sunLight.lightColor = KelvinUtil.color_temperature_to_rgb(6553);
sunLight.castShadow = true;
if (csm) {
sunLight.enableCSM = true; // 在平行光上启用级联阴影
this.light = sunLight;
}
this.scene.addChild(lightObj3D);
return sunLight.transform;
}
initScene() {
// 一根高柱,投出跨越多个级联的长阴影
{
let obj = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(20, 100, 20);
mr.material = new LitMaterial();
this.scene.addChild(obj);
}
// 地面
{
let mat = new LitMaterial();
mat.baseMap = this.engine.res.grayTexture;
let floor = new Object3D();
let mr = floor.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(10000, 1, 10000);
mr.material = mat;
this.scene.addChild(floor);
}
// 向远处螺旋展开的柱体,用于观察不同距离上的级联阴影
for (let i = 0; i < 1000; i++) {
let item = Object3DUtil.GetSingleSphere(4, 0.6, 0.4, 0.2);
let angle = (Math.PI * 4 * i) / 50;
item.x = Math.sin(angle) * (50 + i ** 1.4);
item.z = Math.cos(angle) * (50 + i ** 1.4);
item.y = 4;
let scale = (i ** 1.4 * 5 + 1000) / 1000;
item.scaleX = item.scaleZ = scale;
item.scaleY = scale * 5;
this.scene.addChild(item);
}
}
}
new Sample_CSM().run();阴影属性
| 属性 | 类型 | 说明 |
|---|---|---|
| enable | Boolean | 是否启用阴影,默认 false |
| type | String | 阴影类型,默认 PCF |
| shadowQuality | Number | 阴影渲染品质 |
| shadowBound | Number | 阴影区域范围 |
| shadowSize | Number | 平行光阴影贴图尺寸大小,默认1024,数值越小性能开销越低,但阴影锯齿感越明显 |
| pointShadowSize | Number | 点光源阴影贴图大小尺寸,默认1024 |
| shadowBias | Number | 光源的阴影偏移值 |
| autoUpdate | Boolean | 是否自动更新阴影,默认 false |
| csmMargin | Number | 设置不同级别阴影的过渡范围,在0-1区间调节 |
| csmScatteringExp | Number | 微调各个级别阴影的范围,以满足不同的场景需求 |
| csmAreaScale | Number | 微调阴影能够覆盖的最大范围,在0.0-1区间调节 |

