Capítulo 405 de 859
Post processing node for denoising data like raw screen-space ambient occlusion output. Denoise can noticeably improve the quality of ambient occlusion but also add quite some overhead to the post processing setup. It's best to make its usage optional (e.g. via graphic settings).
updateBeforeType is set to NodeUpdateType.FRAME since the node updates its internal uniforms once per frame in updateBefore().import { denoise } from 'three/addons/tsl/display/DenoiseNode.js';
Constructor
| Signature |
|---|
new DenoiseNode( textureNode : TextureNode, depthNode : Node.<float>, normalNode : Node.<vec3>, camera : Camera ) |
Properties
| Property | Description |
|---|---|
.depthNode : Node.<float> | A node that represents the scene's depth. |
.depthPhi : UniformNode.<float> | The depth Phi value. |
.index : UniformNode.<float> | The index. |
.lumaPhi : UniformNode.<float> | The luma Phi value. |
.noiseNode : TextureNode | The node represents the internal noise texture. |
.normalNode : Node.<vec3> | A node that represents the scene's normals. If no normals are passed to the constructor (because MRT is not available), normals can be automatically reconstructed from depth values in the shader. |
.normalPhi : UniformNode.<float> | The normal Phi value. |
.radius : UniformNode.<float> | The radius. |
.textureNode : TextureNode | The texture node that represents the input of the effect (e.g. AO). |
.updateBeforeType : string | The updateBeforeType is set to NodeUpdateType.FRAME since the node updates its internal uniforms once per frame in updateBefore(). |
Methods
| Method | Description |
|---|---|
.setup( builder : NodeBuilder ) : ShaderCallNodeInternal | This method is used to setup the effect's TSL code. |
.updateBefore( frame : NodeFrame ) | This method is used to update internal uniforms once per frame. |