ThreeJS后期多場景渲染


需求:場景模型需要Bloom,ssao等后期特效,但人物模型不需要。
之前做過類似的需求,一個場景伽馬校正,另一個不需要,實現方式是用同一個renderer和camera, 多個scene,將renderer.autoClear = false,然后分別渲染scene1,scene2
嘗試了下這套方案不可取,因為現在renderer通過后期混合器調用來渲染,然后就是一頓上網查,國內沒有相關信息,google一下發現5,6年前在stackoverflow上有人問過,但不了了之..
看下了renderPass的源碼:

var RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {

	Pass.call( this );

	this.scene = scene;
	this.camera = camera;

	this.overrideMaterial = overrideMaterial;

	this.clearColor = clearColor;
	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;

	this.clear = true;
	this.clearDepth = false;
	this.needsSwap = false;

};

發現RenderPass有clear屬性可以利用下,新建一個renderPass在ssao后面,通過疊加的方式,可以實現需要的效果

        function initEffect() {
            let renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, stencilBuffer: true };
            let renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, renderTargetParameters);
            composer = new EffectComposer(renderer, renderTarget);

            renderPass = new RenderPass(scene, camera);
            composer.addPass(renderPass);

            var ssaoPass = new SSAOPass(scene, camera, window.innerWidth, window.innerHeight);
            ssaoPass.kernelRadius = 16;
            ssaoPass.maxDistance = 0.03;
            ssaoPass.maxDistance = 0.1;
            composer.addPass(ssaoPass);

            renderPass2 = new RenderPass(scene2, camera);
            renderPass2.clear = false
            composer.addPass(renderPass2);

            var bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight));
            bloomPass.threshold = 0;
            bloomPass.strength = 0.1;
            bloomPass.radius = 0;
            composer.addPass(bloomPass);
        }

done:)


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