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Shader Refactoring #24805
Shader Refactoring #24805
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@Mugen87 Some users may be assigning a PMREM as a background. It is fair to say that support for that is no longer needed now that blurry backgrounds are supported? |
Yes, that makes sense. Users can now assign the "raw" or "unprocessed" environment map to |
@Mugen87 I am reasonably-happy with this refactoring. Please let me know what you think. |
@@ -225,14 +225,27 @@ const ShaderLib = { | |||
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backgroundCube: { |
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Instead of using the term backgroundCube
, what do you think about skybox
instead?
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OK, we can change it. How do you feel about blurredCube
shader? That is the most descriptive name I can think of...
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True, but I have the feeling skybox
is what most 3D users understand of what the shader essentially represents. It's a common term in 3D engines.
However, the name is not something that blocks the PR for me. If we can't quickly agree on a name, we can merge the refactoring first and then discuss alternatives. backgroundCube
isn't wrong after all.
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We already have a skybox shader called 'cube' shader.
-
'cube': a skybox shader, used by post-processing, and other apps
-
'background': used by the renderer for
scene.background
(flat only) -
'backgroundCube': used by the renderer for blurring
scene.background
(cube only)
The nomenclature is not a deal breaker for me, but let's revisit in a later PR. 😇
@Mugen87 FYI, with this PR, assigning a PMREM directly to I am open leaving that as-is, or removing it in a follow-on PR. |
/ping @sunag just in case... |
Let's merge this so we have it in |
I have changed my mind on this. Some users may have only a PMREM. For example, scene.environment = pmremGenerator.fromScene( new RoomEnvironment() ).texture;
scene.background = scene.environment; // assign PMREM to background
scene.backgroundBlurriness = 0.2; So, as long as PMREM is used for blurring |
I've added a note in the migration guide for |
Follow-on to #24752.
This post is intended as a basis for further discussion.
EDIT: It looks like we have agreement here. Yay!