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Fix eye bug #289

Merged
merged 3 commits into from
Jul 22, 2024
Merged

Fix eye bug #289

merged 3 commits into from
Jul 22, 2024

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hhhhkrx
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@hhhhkrx hhhhkrx commented Jul 22, 2024

Please check if the PR fulfills these requirements

  • The commit message follows our guidelines
  • Tests for the changes have been added (for bug fixes / features)
  • Docs have been added / updated (for bug fixes / features)

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

What is the current behavior? (You can also link to an open issue here)

What is the new behavior (if this is a feature change)?

Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)

Other information:

Summary by CodeRabbit

  • New Features

    • Enhanced shader flexibility for scenarios lacking tangent information.
    • Adjusted parallax mapping for improved depth perception.
    • Expanded eye color calculation for richer interaction with surface properties.
  • Bug Fixes

    • Corrected height texture calculation for better visual fidelity.

@hhhhkrx hhhhkrx changed the title Fix f0 Fix eye bug Jul 22, 2024
@hhhhkrx hhhhkrx changed the base branch from main to dev/1.3 July 22, 2024 14:51
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coderabbitai bot commented Jul 22, 2024

Caution

Review failed

The pull request is closed.

Walkthrough

The recent changes enhance shader flexibility and visual fidelity by introducing alternative methods for constructing the tangent-binormal matrix when tangents aren't available and refining the eye color calculation to include surface data. These adjustments improve the rendering logic, especially for scenarios lacking detailed tangent information, while also modifying the parallax mapping to alter depth perception in rendered scenes.

Changes

Files Change Summary
packages/custom-material/src/.../EyeForwardPass.glsl, packages/custom-material/src/.../EyeFunction.glsl Modifications to the PBRFragment and calculateEyeColor functions. Introduced a new method for tangent-binormal matrix construction and updated color calculations to include surface data. Adjusted parallax mapping logic to affect depth perception.

Sequence Diagram(s)

sequenceDiagram
    participant Shader as Shader
    participant Function as EyeFunction

    Shader->>Function: Call PBRFragment(varyings)
    Function->>Function: getTBNByDerivatives(aoUV, normal, varyings.positionWS, gl_FrontFacing)
    Function->>Function: calculateEyeColor(varyings.uv, tbn, surfaceData)
    Function->>Shader: Return color
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Poem

In a world of shaders, bright and grand,
A rabbit hops with code in hand.
"With tbn and colors, oh what a sight!
Our parallax leaps to new heights!
Surface data dances, a joyful tune,
In the shader's glow, we all shall swoon!" 🐇✨


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@GuoLei1990 GuoLei1990 merged commit 511e27f into galacean:dev/1.3 Jul 22, 2024
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2 participants