[go: up one dir, main page]

Skip to content
/ lamina Public
forked from pmndrs/lamina

🍰 An extensible, layer based shader material for ThreeJS

License

Notifications You must be signed in to change notification settings

sirivus/lamina

 
 

Repository files navigation


lamina

🍰 An extensible, layer based shader material for ThreeJS


Chat on Twitter Chat on Twitter


These demos are real, you can click them! They contain the full code, too. 📦


lamina let's you create materials with a declarative, system of layers. Layers make it incredibly easy to stack and blend effects. This approach was first made popular by the Spline team.

import { LayerMaterial, Base, Depth } from 'lamina'

function GradientSphere() {
  return (
    <Sphere>
      <LayerMaterial>
        <Base color="#ffffff" alpha={1} mode="normal" />
        <Depth
          colorA="#810000"
          colorB="#ffd0d0"
          alpha={1}
          mode="multiply"
          near={0}
          far={2}
          origin={[1, 1, 1]}
        />
      </LayerMaterial>
    </Sphere>
  )
}
Show Vanilla example

Lamina can be used with vanilla Three.js. Each layer is just a class.

import { LayerMaterial, Base, Depth } from 'lamina/vanilla'

const geometry = new THREE.SphereGeometry(1, 128, 64)
const material = new LayerMaterial({
  layers: [
    new Base({
      color: '#d9d9d9',
      alpha: 1,
      mode: 'normal',
    }),
    new Depth({
      colorA: '#002f4b',
      colorB: '#f2fdff',
      alpha: 1,
      mode: 'multiply',
      near: 0,
      far: 2,
      origin: new THREE.Vector3(1, 1, 1),
    }),
  ],
})

const mesh = new THREE.Mesh(geometry, material)

Layers

Built-in layers

Here are the layers that laminia currently provides

Name Function
Base Flat color
Depth Depth based gradient
Fresnel Fresnel shading (strip or rim-lights)
Noise White, perlin or simplex noise
Normals Visualize vertex normals
Texture Image texture

Blendmodes

Name Function
normal opaque
switch skip layer
add prev layer + current
subtract prev layer - current
multiply prev layer * current
divide prev laywer / current
addsub prev layer > 0.5 ? prev layer + current : prev layer - current
lighten lighter pixels only
darken darker pixels only
screen ...
overlay ...
softlight ...

Writing your own layers

You can write your own layers by extending the Abstract class.

class CustomLayer extends Abstract {
  // Name of your layer
  name: string = 'CustomLayer'
  // Default blend mode
  mode: BlendMode = 'normal'
  // Give it an ID
  protected uuid: string = Abstract.genID()

  // Define your own uniforms
  uniforms: {
    [key: string]: IUniform<any>
  }
  constructor(props?: CustomLayerProps) {
    super()
    const { customUniform } = props || {}

    // Make your uniforms unique in the layer
    // stack by appending the ID of the layer to it.
    this.uniforms = {
      [`u_${this.uuid}_customUniform`]: {
        value: customUniform ?? defaultValue,
      },

      // We recommend having an alpha  defined
      [`u_${this.uuid}_alpha`]: {
        value: 1,
      },
    }
  }

  // Return a shader chunk that describes your variable
  // in the Fragment shader.
  getFragmentVariables() {
    return /* glsl */ `    
    // Lets assume this is a color
    uniform vec3 u_${this.uuid}_customUniform;
    uniform float u_${this.uuid}_alpha;
`
  }

  // Return an shader chunk with your layer's implementation.
  // Parameter `e` is the result of the previous layer.
  // `sc_blend` is a blending function.
  //
  // vec4 e = vec4(0.);
  // ...
  // e = sc_blend(previousLayer(e), e, prevBlendMode);
  // e = sc_blend(currentLayer(e), e, currentBlendMode);
  // ...
  // gl_FragColor = e;
  //
  // List of blend modes: https://github.com/pmndrs/lamina/blob/7246a43d411dd2d4c069c134a843a3f0bf40623a/src/types.ts#L3
  getFragmentBody(e: string) {
    return /* glsl */ `    
      // Make sure to create unique local variables
      // by appending the UUID to them
      vec3 f_${this.uuid}_color = u_${this.uuid}_customUniform;

     ${e} = ${this.getBlendMode(
      BlendModes[this.mode] as number,
      e,
      `vec4(u_${this.uuid}_color, u_${this.uuid}_alpha)`
    )};
  `
  }

  // Optionals

  // Return a shader chunk that describes your variables
  // in the vertex shader.
  // Mostly used to pass varyings to the Fragment shader
  getVertexVariables(): string {
    return /* glsl */ `
    varying vec2 v_${this.uuid}_uv;
    `
  }

  // Return an shader chunk with your layer's of the vertex shader.
  // Mostly used to assign varyings to values.
  getVertexBody(): string {
    return `
    v_${this.uuid}_uv = uv;
    `
  }

  // Setters and getters for uniforms
  set alpha(v) {
    this.uniforms[`u_${this.uuid}_alpha`].value = v
  }

  get alpha() {
    return this.uniforms[`u_${this.uuid}_alpha`].value
  }

  set customUniform(v) {
    this.uniforms[`u_${this.uuid}_customUniform`].value = v
  }

  get customUniform() {
    return this.uniforms[`u_${this.uuid}_customUniform`].value
  }
  // ...
}

About

🍰 An extensible, layer based shader material for ThreeJS

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • TypeScript 94.3%
  • JavaScript 4.6%
  • Shell 1.1%