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- import {
- AddEquation,
- Color,
- NormalBlending,
- DepthTexture,
- SrcAlphaFactor,
- OneMinusSrcAlphaFactor,
- MeshNormalMaterial,
- MeshBasicMaterial,
- NearestFilter,
- NoBlending,
- ShaderMaterial,
- UniformsUtils,
- UnsignedShortType,
- WebGLRenderTarget,
- HalfFloatType,
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { SSRBlurShader, SSRDepthShader, SSRShader } from '../shaders/SSRShader.js';
- import { CopyShader } from '../shaders/CopyShader.js';
- /**
- * A pass for a basic SSR effect.
- *
- * ```js
- * const ssrPass = new SSRPass( {
- * renderer,
- * scene,
- * camera,
- * width: innerWidth,
- * height: innerHeight
- * } );
- * composer.addPass( ssrPass );
- * ```
- *
- * @augments Pass
- * @three_import import { SSRPass } from 'three/addons/postprocessing/SSRPass.js';
- */
- class SSRPass extends Pass {
- /**
- * Constructs a new SSR pass.
- *
- * @param {SSRPass~Options} options - The pass options.
- */
- constructor( { renderer, scene, camera, width = 512, height = 512, selects = null, bouncing = false, groundReflector = null } ) {
- super();
- /**
- * The width of the effect.
- *
- * @type {number}
- * @default 512
- */
- this.width = width;
- /**
- * The height of the effect.
- *
- * @type {number}
- * @default 512
- */
- this.height = height;
- /**
- * Overwritten to perform a clear operation by default.
- *
- * @type {boolean}
- * @default true
- */
- this.clear = true;
- /**
- * The renderer.
- *
- * @type {WebGLRenderer}
- */
- this.renderer = renderer;
- /**
- * The scene to render.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The camera.
- *
- * @type {Camera}
- */
- this.camera = camera;
- /**
- * The ground reflector.
- *
- * @type {?ReflectorForSSRPass}
- * @default 0
- */
- this.groundReflector = groundReflector;
- /**
- * The opacity.
- *
- * @type {number}
- * @default 0.5
- */
- this.opacity = SSRShader.uniforms.opacity.value;
- /**
- * The output configuration.
- *
- * @type {number}
- * @default 0
- */
- this.output = 0;
- /**
- * Controls how far a fragment can reflect.
- *
- * @type {number}
- * @default 180
- */
- this.maxDistance = SSRShader.uniforms.maxDistance.value;
- /**
- * Controls the cutoff between what counts as a
- * possible reflection hit and what does not.
- *
- * @type {number}
- * @default .018
- */
- this.thickness = SSRShader.uniforms.thickness.value;
- this.tempColor = new Color();
- this._selects = selects;
- /**
- * Whether the pass is selective or not.
- *
- * @type {boolean}
- * @default false
- */
- this.selective = Array.isArray( this._selects );
- /**
- * Which 3D objects should be affected by SSR. If not set, the entire scene is affected.
- *
- * @name SSRPass#selects
- * @type {?Array<Object3D>}
- * @default null
- */
- Object.defineProperty( this, 'selects', {
- get() {
- return this._selects;
- },
- set( val ) {
- if ( this._selects === val ) return;
- this._selects = val;
- if ( Array.isArray( val ) ) {
- this.selective = true;
- this.ssrMaterial.defines.SELECTIVE = true;
- this.ssrMaterial.needsUpdate = true;
- } else {
- this.selective = false;
- this.ssrMaterial.defines.SELECTIVE = false;
- this.ssrMaterial.needsUpdate = true;
- }
- }
- } );
- this._bouncing = bouncing;
- /**
- * Whether bouncing is enabled or not.
- *
- * @name SSRPass#bouncing
- * @type {boolean}
- * @default false
- */
- Object.defineProperty( this, 'bouncing', {
- get() {
- return this._bouncing;
- },
- set( val ) {
- if ( this._bouncing === val ) return;
- this._bouncing = val;
- if ( val ) {
- this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
- } else {
- this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- }
- }
- } );
- /**
- * Whether to blur reflections or not.
- *
- * @type {boolean}
- * @default true
- */
- this.blur = true;
- this._distanceAttenuation = SSRShader.defines.DISTANCE_ATTENUATION;
- /**
- * Whether to use distance attenuation or not.
- *
- * @name SSRPass#distanceAttenuation
- * @type {boolean}
- * @default true
- */
- Object.defineProperty( this, 'distanceAttenuation', {
- get() {
- return this._distanceAttenuation;
- },
- set( val ) {
- if ( this._distanceAttenuation === val ) return;
- this._distanceAttenuation = val;
- this.ssrMaterial.defines.DISTANCE_ATTENUATION = val;
- this.ssrMaterial.needsUpdate = true;
- }
- } );
- this._fresnel = SSRShader.defines.FRESNEL;
- /**
- * Whether to use fresnel or not.
- *
- * @name SSRPass#fresnel
- * @type {boolean}
- * @default true
- */
- Object.defineProperty( this, 'fresnel', {
- get() {
- return this._fresnel;
- },
- set( val ) {
- if ( this._fresnel === val ) return;
- this._fresnel = val;
- this.ssrMaterial.defines.FRESNEL = val;
- this.ssrMaterial.needsUpdate = true;
- }
- } );
- this._infiniteThick = SSRShader.defines.INFINITE_THICK;
- /**
- * Whether to use infinite thickness or not.
- *
- * @name SSRPass#infiniteThick
- * @type {boolean}
- * @default false
- */
- Object.defineProperty( this, 'infiniteThick', {
- get() {
- return this._infiniteThick;
- },
- set( val ) {
- if ( this._infiniteThick === val ) return;
- this._infiniteThick = val;
- this.ssrMaterial.defines.INFINITE_THICK = val;
- this.ssrMaterial.needsUpdate = true;
- }
- } );
- // beauty render target with depth buffer
- const depthTexture = new DepthTexture();
- depthTexture.type = UnsignedShortType;
- depthTexture.minFilter = NearestFilter;
- depthTexture.magFilter = NearestFilter;
- this.beautyRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- type: HalfFloatType,
- depthTexture: depthTexture,
- depthBuffer: true
- } );
- //for bouncing
- this.prevRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter
- } );
- // normal render target
- this.normalRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- type: HalfFloatType,
- } );
- // metalness render target
- this.metalnessRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- type: HalfFloatType,
- } );
- // ssr render target
- this.ssrRenderTarget = new WebGLRenderTarget( this.width, this.height, {
- minFilter: NearestFilter,
- magFilter: NearestFilter
- } );
- this.blurRenderTarget = this.ssrRenderTarget.clone();
- this.blurRenderTarget2 = this.ssrRenderTarget.clone();
- // this.blurRenderTarget3 = this.ssrRenderTarget.clone();
- // ssr material
- this.ssrMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, SSRShader.defines, {
- MAX_STEP: Math.sqrt( this.width * this.width + this.height * this.height )
- } ),
- uniforms: UniformsUtils.clone( SSRShader.uniforms ),
- vertexShader: SSRShader.vertexShader,
- fragmentShader: SSRShader.fragmentShader,
- blending: NoBlending
- } );
- this.ssrMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- this.ssrMaterial.uniforms[ 'tNormal' ].value = this.normalRenderTarget.texture;
- this.ssrMaterial.defines.SELECTIVE = this.selective;
- this.ssrMaterial.needsUpdate = true;
- this.ssrMaterial.uniforms[ 'tMetalness' ].value = this.metalnessRenderTarget.texture;
- this.ssrMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
- this.ssrMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.ssrMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
- this.ssrMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
- this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
- this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
- // normal material
- this.normalMaterial = new MeshNormalMaterial();
- this.normalMaterial.blending = NoBlending;
- // metalnessOn material
- this.metalnessOnMaterial = new MeshBasicMaterial( {
- color: 'white'
- } );
- // metalnessOff material
- this.metalnessOffMaterial = new MeshBasicMaterial( {
- color: 'black'
- } );
- // blur material
- this.blurMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, SSRBlurShader.defines ),
- uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
- vertexShader: SSRBlurShader.vertexShader,
- fragmentShader: SSRBlurShader.fragmentShader
- } );
- this.blurMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
- this.blurMaterial.uniforms[ 'resolution' ].value.set( this.width, this.height );
- // blur material 2
- this.blurMaterial2 = new ShaderMaterial( {
- defines: Object.assign( {}, SSRBlurShader.defines ),
- uniforms: UniformsUtils.clone( SSRBlurShader.uniforms ),
- vertexShader: SSRBlurShader.vertexShader,
- fragmentShader: SSRBlurShader.fragmentShader
- } );
- this.blurMaterial2.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget.texture;
- this.blurMaterial2.uniforms[ 'resolution' ].value.set( this.width, this.height );
- // // blur material 3
- // this.blurMaterial3 = new ShaderMaterial({
- // defines: Object.assign({}, SSRBlurShader.defines),
- // uniforms: UniformsUtils.clone(SSRBlurShader.uniforms),
- // vertexShader: SSRBlurShader.vertexShader,
- // fragmentShader: SSRBlurShader.fragmentShader
- // });
- // this.blurMaterial3.uniforms['tDiffuse'].value = this.blurRenderTarget2.texture;
- // this.blurMaterial3.uniforms['resolution'].value.set(this.width, this.height);
- // material for rendering the depth
- this.depthRenderMaterial = new ShaderMaterial( {
- defines: Object.assign( {}, SSRDepthShader.defines ),
- uniforms: UniformsUtils.clone( SSRDepthShader.uniforms ),
- vertexShader: SSRDepthShader.vertexShader,
- fragmentShader: SSRDepthShader.fragmentShader,
- blending: NoBlending
- } );
- this.depthRenderMaterial.uniforms[ 'tDepth' ].value = this.beautyRenderTarget.depthTexture;
- this.depthRenderMaterial.uniforms[ 'cameraNear' ].value = this.camera.near;
- this.depthRenderMaterial.uniforms[ 'cameraFar' ].value = this.camera.far;
- // material for rendering the content of a render target
- this.copyMaterial = new ShaderMaterial( {
- uniforms: UniformsUtils.clone( CopyShader.uniforms ),
- vertexShader: CopyShader.vertexShader,
- fragmentShader: CopyShader.fragmentShader,
- transparent: true,
- depthTest: false,
- depthWrite: false,
- blendSrc: SrcAlphaFactor,
- blendDst: OneMinusSrcAlphaFactor,
- blendEquation: AddEquation,
- blendSrcAlpha: SrcAlphaFactor,
- blendDstAlpha: OneMinusSrcAlphaFactor,
- blendEquationAlpha: AddEquation,
- // premultipliedAlpha:true,
- } );
- this.fsQuad = new FullScreenQuad( null );
- this.originalClearColor = new Color();
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- // dispose render targets
- this.beautyRenderTarget.dispose();
- this.prevRenderTarget.dispose();
- this.normalRenderTarget.dispose();
- this.metalnessRenderTarget.dispose();
- this.ssrRenderTarget.dispose();
- this.blurRenderTarget.dispose();
- this.blurRenderTarget2.dispose();
- // this.blurRenderTarget3.dispose();
- // dispose materials
- this.normalMaterial.dispose();
- this.metalnessOnMaterial.dispose();
- this.metalnessOffMaterial.dispose();
- this.blurMaterial.dispose();
- this.blurMaterial2.dispose();
- this.copyMaterial.dispose();
- this.depthRenderMaterial.dispose();
- // dispose full screen quad
- this.fsQuad.dispose();
- }
- /**
- * Performs the SSR pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- render( renderer, writeBuffer /*, readBuffer, deltaTime, maskActive */ ) {
- // render beauty and depth
- renderer.setRenderTarget( this.beautyRenderTarget );
- renderer.clear();
- if ( this.groundReflector ) {
- this.groundReflector.visible = false;
- this.groundReflector.doRender( this.renderer, this.scene, this.camera );
- this.groundReflector.visible = true;
- }
- renderer.render( this.scene, this.camera );
- if ( this.groundReflector ) this.groundReflector.visible = false;
- // render normals
- this._renderOverride( renderer, this.normalMaterial, this.normalRenderTarget, 0, 0 );
- // render metalnesses
- if ( this.selective ) {
- this._renderMetalness( renderer, this.metalnessOnMaterial, this.metalnessRenderTarget, 0, 0 );
- }
- // render SSR
- this.ssrMaterial.uniforms[ 'opacity' ].value = this.opacity;
- this.ssrMaterial.uniforms[ 'maxDistance' ].value = this.maxDistance;
- this.ssrMaterial.uniforms[ 'thickness' ].value = this.thickness;
- this._renderPass( renderer, this.ssrMaterial, this.ssrRenderTarget );
- // render blur
- if ( this.blur ) {
- this._renderPass( renderer, this.blurMaterial, this.blurRenderTarget );
- this._renderPass( renderer, this.blurMaterial2, this.blurRenderTarget2 );
- // this._renderPass(renderer, this.blurMaterial3, this.blurRenderTarget3);
- }
- // output result to screen
- switch ( this.output ) {
- case SSRPass.OUTPUT.Default:
- if ( this.bouncing ) {
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
- if ( this.blur )
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
- else
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
- this.copyMaterial.blending = NormalBlending;
- this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.prevRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- } else {
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- if ( this.blur )
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
- else
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
- this.copyMaterial.blending = NormalBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- }
- break;
- case SSRPass.OUTPUT.SSR:
- if ( this.blur )
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
- else
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- if ( this.bouncing ) {
- if ( this.blur )
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.blurRenderTarget2.texture;
- else
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.ssrRenderTarget.texture;
- this.copyMaterial.blending = NormalBlending;
- this._renderPass( renderer, this.copyMaterial, this.prevRenderTarget );
- }
- break;
- case SSRPass.OUTPUT.Beauty:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.beautyRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case SSRPass.OUTPUT.Depth:
- this._renderPass( renderer, this.depthRenderMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case SSRPass.OUTPUT.Normal:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.normalRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- case SSRPass.OUTPUT.Metalness:
- this.copyMaterial.uniforms[ 'tDiffuse' ].value = this.metalnessRenderTarget.texture;
- this.copyMaterial.blending = NoBlending;
- this._renderPass( renderer, this.copyMaterial, this.renderToScreen ? null : writeBuffer );
- break;
- default:
- console.warn( 'THREE.SSRPass: Unknown output type.' );
- }
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this.width = width;
- this.height = height;
- this.ssrMaterial.defines.MAX_STEP = Math.sqrt( width * width + height * height );
- this.ssrMaterial.needsUpdate = true;
- this.beautyRenderTarget.setSize( width, height );
- this.prevRenderTarget.setSize( width, height );
- this.ssrRenderTarget.setSize( width, height );
- this.normalRenderTarget.setSize( width, height );
- this.metalnessRenderTarget.setSize( width, height );
- this.blurRenderTarget.setSize( width, height );
- this.blurRenderTarget2.setSize( width, height );
- // this.blurRenderTarget3.setSize(width, height);
- this.ssrMaterial.uniforms[ 'resolution' ].value.set( width, height );
- this.ssrMaterial.uniforms[ 'cameraProjectionMatrix' ].value.copy( this.camera.projectionMatrix );
- this.ssrMaterial.uniforms[ 'cameraInverseProjectionMatrix' ].value.copy( this.camera.projectionMatrixInverse );
- this.blurMaterial.uniforms[ 'resolution' ].value.set( width, height );
- this.blurMaterial2.uniforms[ 'resolution' ].value.set( width, height );
- }
- // internals
- _renderPass( renderer, passMaterial, renderTarget, clearColor, clearAlpha ) {
- // save original state
- this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
- const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
- const originalAutoClear = renderer.autoClear;
- renderer.setRenderTarget( renderTarget );
- // setup pass state
- renderer.autoClear = false;
- if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
- renderer.setClearColor( clearColor );
- renderer.setClearAlpha( clearAlpha || 0.0 );
- renderer.clear();
- }
- this.fsQuad.material = passMaterial;
- this.fsQuad.render( renderer );
- // restore original state
- renderer.autoClear = originalAutoClear;
- renderer.setClearColor( this.originalClearColor );
- renderer.setClearAlpha( originalClearAlpha );
- }
- _renderOverride( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
- this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
- const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
- const originalAutoClear = renderer.autoClear;
- renderer.setRenderTarget( renderTarget );
- renderer.autoClear = false;
- clearColor = overrideMaterial.clearColor || clearColor;
- clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
- if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
- renderer.setClearColor( clearColor );
- renderer.setClearAlpha( clearAlpha || 0.0 );
- renderer.clear();
- }
- this.scene.overrideMaterial = overrideMaterial;
- renderer.render( this.scene, this.camera );
- this.scene.overrideMaterial = null;
- // restore original state
- renderer.autoClear = originalAutoClear;
- renderer.setClearColor( this.originalClearColor );
- renderer.setClearAlpha( originalClearAlpha );
- }
- _renderMetalness( renderer, overrideMaterial, renderTarget, clearColor, clearAlpha ) {
- this.originalClearColor.copy( renderer.getClearColor( this.tempColor ) );
- const originalClearAlpha = renderer.getClearAlpha( this.tempColor );
- const originalAutoClear = renderer.autoClear;
- const originalBackground = this.scene.background;
- const originalFog = this.scene.fog;
- renderer.setRenderTarget( renderTarget );
- renderer.autoClear = false;
- this.scene.background = null;
- this.scene.fog = null;
- clearColor = overrideMaterial.clearColor || clearColor;
- clearAlpha = overrideMaterial.clearAlpha || clearAlpha;
- if ( ( clearColor !== undefined ) && ( clearColor !== null ) ) {
- renderer.setClearColor( clearColor );
- renderer.setClearAlpha( clearAlpha || 0.0 );
- renderer.clear();
- }
- this.scene.traverseVisible( child => {
- child._SSRPassBackupMaterial = child.material;
- if ( this._selects.includes( child ) ) {
- child.material = this.metalnessOnMaterial;
- } else {
- child.material = this.metalnessOffMaterial;
- }
- } );
- renderer.render( this.scene, this.camera );
- this.scene.traverseVisible( child => {
- child.material = child._SSRPassBackupMaterial;
- } );
- // restore original state
- renderer.autoClear = originalAutoClear;
- renderer.setClearColor( this.originalClearColor );
- renderer.setClearAlpha( originalClearAlpha );
- this.scene.background = originalBackground;
- this.scene.fog = originalFog;
- }
- }
- /**
- * Constructor options of `SSRPass`.
- *
- * @typedef {Object} SSRPass~Options
- * @property {WebGLRenderer} renderer - The renderer.
- * @property {Scene} scene - The scene to render.
- * @property {Camera} camera - The camera.
- * @property {number} [width=512] - The width of the effect.
- * @property {number} [height=512] - The width of the effect.
- * @property {?Array<Object3D>} [selects=null] - Which 3D objects should be affected by SSR. If not set, the entire scene is affected.
- * @property {boolean} [bouncing=false] - Whether bouncing is enabled or not.
- * @property {?ReflectorForSSRPass} [groundReflector=null] - A ground reflector.
- **/
- SSRPass.OUTPUT = {
- 'Default': 0,
- 'SSR': 1,
- 'Beauty': 3,
- 'Depth': 4,
- 'Normal': 5,
- 'Metalness': 7,
- };
- export { SSRPass };
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