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Screen-space raymarched godrays for three.js using the pmndrs postprocessing library

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three-good-godrays

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Good godrays effect for three.js using the pmndrs postprocessing library

Adapted from original implementation by @n8python

Demo: https://three-good-godrays.ameo.design

A screenshot of the three-good-godrays demo showing a scene with volumetric lighting and godrays.  A bright pink light shines through a vertical array of black slats set in the side of a huge indistinct black structure in the background.  There are very prominent and intense godrays in the air, giving it the appearance of being very humid or smokey.  The ground is rock and there are black pillars casting long and stark shadows across it. A screenshot of the smoke level.  Shows intense orange fog and godrays, floating fractal structures composed out of large dark cubes with stone-like texturing and patterns, and four orange/yellow lights glowing in the distance supported by long poles.
A screenshot showing the three-good-godrays effect in action within the sponza demo scene. A white sphere in the middle of a terrace with pillars has white godrays emanating from it along with prominent shadows. Another screenshot from the smoke level.  Shows a hallway with some windows through with very prominent orange godrays are shining in.  The interior is very dark and the outside has very little apparent structure other than an orange sky.

Install

npm install three-good-godrays

Or import from unpkg as a module:

import { GodraysPass } from 'https://unpkg.com/three-good-godrays@0.11.0/build/three-good-godrays.esm.js';

Supported Three.JS Version

This library was tested to work with Three.JS versions >= 0.125.0 <= 0.182.0. Although it might work with versions outside that range, support is not guaranteed.

Shadow Map Types

This library supports all Three.js shadow map types, but PCFSoftShadowMap or BasicShadowMap are recommended for best performance.

The godrays effect works by raymarching through the scene and sampling the shadow map to determine which points are in shadow. This requires reading raw depth values from the shadow map.

Three.js configures shadow map depth textures differently based on the shadow map type:

Shadow Map Type Depth Texture Mode Godrays Compatibility
BasicShadowMap Regular sampling Direct (best performance)
PCFSoftShadowMap Regular sampling Direct (best performance)
PCFShadowMap Comparison sampling Requires depth copy (slight overhead)
VSMShadowMap Regular sampling Direct (best performance)

When PCFShadowMap is used, Three.JS enables hardware shadow comparison mode on the depth texture, which is incompatible with the regular texture sampling needed by the godrays shader. In this case, three-good-godrays automatically copies the shadow map depth data to a separate texture each frame, which adds a small performance overhead.

However, in upcoming versions of Three.JS (r183+), PCFSoftShadowMap is being deprecated/removed and will end up doing the same thing as PCFShadowMap. So, it won't matter anyway.

Future Three.js Versions

Three.js has indicated that PCFSoftShadowMap may be deprecated in future versions. The shadow map implementation details may change, and this library will be updated accordingly. If you encounter issues after a Three.js update, please check for a newer version of three-good-godrays or file an issue.

Usage

import { EffectComposer, RenderPass } from 'postprocessing';
import * as THREE from 'three';
import { GodraysPass } from 'three-good-godrays';

const { scene, camera, renderer } = initYourScene();

// shadowmaps are needed for this effect
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.shadowMap.autoUpdate = true;

// Make sure to set applicable objects in your scene to cast + receive shadows
// so that this effect will work
scene.traverse(obj => {
  if (obj instanceof THREE.Mesh) {
    obj.castShadow = true;
    obj.receiveShadow = true;
  }
});

// godrays can be cast from either `PointLight`s or `DirectionalLight`s
const lightPos = new THREE.Vector3(0, 20, 0);
const pointLight = new THREE.PointLight(0xffffff, 1, 10000);
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;
pointLight.shadow.autoUpdate = true;
pointLight.shadow.camera.near = 0.1;
pointLight.shadow.camera.far = 1000;
pointLight.shadow.camera.updateProjectionMatrix();
pointLight.position.copy(lightPos);
scene.add(pointLight);

// set up rendering pipeline and add godrays pass at the end
const composer = new EffectComposer(renderer, { frameBufferType: THREE.HalfFloatType });

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

// Default values are shown.  You can supply a sparse object or `undefined`.
const params = {
  density: 1 / 128,
  maxDensity: 0.5,
  edgeStrength: 2,
  edgeRadius: 2,
  distanceAttenuation: 2,
  color: new THREE.Color(0xffffff),
  raymarchSteps: 60,
  blur: true,
  gammaCorrection: true,
};

const godraysPass = new GodraysPass(pointLight, camera, params);
// If this is the last pass in your pipeline, set `renderToScreen` to `true`
godraysPass.renderToScreen = true;
composer.addPass(godraysPass);

function animate() {
  requestAnimationFrame(animate);
  composer.render();
}
requestAnimationFrame(animate);

Gamma Correction

Gamma correction is enabled by this effect by default, matching expectations of sRGB buffers from postprocessing. However, you can disable this by setting gammaCorrection: false in the configuration object for the pass.

This may be necessary if you use other effect passes after GodraysPass that perform their own output encoding. If you see artifacts similar to these:

Screenshot of artifacts caused by double encoding in a Three.Js pmndrs postprocessing pipeline.  There is a grainy pattern of colorful pixels appearing over an otherwise blank black background.

Try setting gammaCorrection: false on the GodraysPass or setting encodeOutput = false on any EffectPass that is added after the GodraysPass.

Develop + Run Demos Locally

  • Clone repo
  • npm install
  • npm run prepublishOnly to run initial builds
  • npm install -g serve
  • Run node esbuild.mjs whenever files are changed to re-build
  • Run serve public/demo -p 5001 and visit http://localhost:5001 in your browser

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Screen-space raymarched godrays for three.js using the pmndrs postprocessing library

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