just add shaderMaterial.lights = true;
, i had encountered the same problem as you. here is a complete typescript class wrote by myself: threejs git issue
this is the full code:
import * as THREE from 'three';
export class TerrainMaterial extends THREE.ShaderMaterial {
public constructor() {
super({
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib.fog,
THREE.UniformsLib.lights,
{
diffuse: { value: new THREE.Color(0xeeeeee) },
opacity: { value: 1.0 },
emissive: { value: new THREE.Color(0x000000) },
specular: { value: new THREE.Color(0x111111) },
shininess: { value: 0 },
offsetRepeat: { value: new THREE.Vector4(0, 0, 1, 1) },
map1: { value: null },
map2: { value: null },
map3: { value: null },
map1Normal: { value: null },
map2Normal: { value: null },
map3Normal: { value: null },
map1HeightRange: { value: 0 },
map2HeightRange: { value: 0 },
map3HeightRange: { value: 0 }
}
]),
vertexShader: [
"varying vec3 vNormal;",
"varying vec3 vViewPosition;",
"varying vec3 fPosition;",
"varying vec2 vUv;",
"uniform vec4 offsetRepeat;",
THREE.ShaderChunk.shadowmap_pars_vertex,
//THREE.ShaderChunk.logdepthbuf_pars_vertex,
THREE.ShaderChunk.fog_pars_vertex,
"void main(){",
THREE.ShaderChunk.beginnormal_vertex,
THREE.ShaderChunk.defaultnormal_vertex,
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
"vNormal = normalize( transformedNormal );",
THREE.ShaderChunk.begin_vertex,
THREE.ShaderChunk.project_vertex,
//THREE.ShaderChunk.logdepthbuf_vertex,
"fPosition = position;",
"vViewPosition = - mvPosition.xyz;",
THREE.ShaderChunk.worldpos_vertex,
THREE.ShaderChunk.shadowmap_vertex,
THREE.ShaderChunk.fog_vertex,
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform vec3 emissive;",
"uniform vec3 specular;",
"uniform float shininess;",
"uniform float opacity;",
"uniform sampler2D map1;",
"uniform sampler2D map2;",
"uniform sampler2D map3;",
"uniform sampler2D map1Normal;",
"uniform sampler2D map2Normal;",
"uniform sampler2D map3Normal;",
"uniform float map1HeightRange;",
"uniform float map2HeightRange;",
"uniform float map3HeightRange;",
"varying vec2 vUv;",
"varying vec3 fPosition;",
THREE.ShaderChunk.common,
THREE.ShaderChunk.packing,
THREE.ShaderChunk.dithering_pars_fragment,
THREE.ShaderChunk.emissivemap_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.bsdfs,
THREE.ShaderChunk.lights_pars,
THREE.ShaderChunk.lights_phong_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,
THREE.ShaderChunk.specularmap_pars_fragment,
//THREE.ShaderChunk.logdepthbuf_pars_fragment,
"vec3 perturbNormal2Arb( vec3 normalColor, vec3 eye_pos, vec3 surf_norm ) {",
"vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );",
"vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );",
"vec2 st0 = dFdx( vUv.st );",
"vec2 st1 = dFdy( vUv.st );",
"vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
"vec3 N = normalize( surf_norm );",
"vec3 mapN = normalColor * 2.0 - 1.0;",
//"mapN.xy = normalScale * mapN.xy;",
"mat3 tsn = mat3( S, T, N );",
"return normalize( tsn * mapN );",
"}",
"void main(){",
"vec4 diffuseColor = vec4( diffuse, opacity );",
"ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
"vec3 totalEmissiveRadiance = emissive;",
//THREE.ShaderChunk.logdepthbuf_fragment,
"vec3 texel;",
"vec3 texelNormal;",
"float amount;",
//need to optimize here, let's say remove if else if else?
"if(fPosition.y < map1HeightRange){",
"texel = texture2D(map1, vUv).rgb;",
"texelNormal = texture2D(map1Normal, vUv).rgb;",
"}",
"else if(fPosition.y < map2HeightRange){",
"amount = (fPosition.y - map1HeightRange) / map1HeightRange;",
"texel = mix(texture2D(map1, vUv), texture2D(map2, vUv), amount).rgb;",
"texelNormal = mix(texture2D(map1Normal, vUv), texture2D(map2Normal, vUv), amount).rgb;",
"}",
"else if(fPosition.y < map3HeightRange){",
"float hStep = map3HeightRange - map2HeightRange;",
"amount = (fPosition.y - hStep) / hStep;",
"texel = mix(texture2D(map2, vUv), texture2D(map3, vUv), amount).rgb;",
"texelNormal = mix(texture2D(map2Normal, vUv), texture2D(map3Normal, vUv), amount).rgb;",
"} else {",
"texel = texture2D(map3, vUv).rgb;",
"texelNormal = texture2D(map3Normal, vUv).rgb;",
"}",
"vec4 texelColor = vec4( texel, 1.0 );",
"texelColor = mapTexelToLinear( texelColor );",
"diffuseColor *= texelColor;",
THREE.ShaderChunk.specularmap_fragment,
"vec3 normal = normalize( vNormal );",
"normal = perturbNormal2Arb( texelNormal.rgb, -vViewPosition, normal );",
THREE.ShaderChunk.emissivemap_fragment,
THREE.ShaderChunk.lights_phong_fragment,
THREE.ShaderChunk.lights_template,
"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
"gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
THREE.ShaderChunk.tonemapping_fragment,
THREE.ShaderChunk.encodings_fragment,
THREE.ShaderChunk.fog_fragment,
THREE.ShaderChunk.premultiplied_alpha_fragment,
THREE.ShaderChunk.dithering_fragment,
"}"
].join("\n")
});
this.defaultAttributeValues = null;
this.fog = true;
this.lights = true;
this.extensions.derivatives = true;
this.extensions.shaderTextureLOD = true;
}
public setOffsetRepeat(ofX: number, ofY: number, rpX: number, rpY: number):void {
this.uniforms["offsetRepeat"].value.set(ofX, ofY, rpX, rpY);
this.setRepeat(this.uniforms["map1"].value, this.uniforms["map1Normal"].value);
this.setRepeat(this.uniforms["map2"].value, this.uniforms["map2Normal"].value);
this.setRepeat(this.uniforms["map3"].value, this.uniforms["map3Normal"].value);
this.needsUpdate = true;
}
private setRepeat(map: THREE.Texture, normal: THREE.Texture): void {
let v4: THREE.Vector4 = this.uniforms["offsetRepeat"].value;
if (v4.y != 1 || v4.z != 1) {
if (map) map.wrapS = map.wrapT = THREE.RepeatWrapping;
if (normal) normal.wrapS = normal.wrapT = THREE.RepeatWrapping;
}
}
public setMap1(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map1"].value = map;
this.uniforms["map1Normal"].value = normal;
this.uniforms["map1HeightRange"].value = heightRange;
this.needsUpdate = true;
}
public setMap2(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map2"].value = map;
this.uniforms["map2Normal"].value = normal;
this.uniforms["map2HeightRange"].value = heightRange;
this.needsUpdate = true;
}
public setMap3(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map3"].value = map;
this.uniforms["map3Normal"].value = normal;
this.uniforms["map3HeightRange"].value = heightRange;
this.needsUpdate = true;
}
}
and the usage:
let loader = new THREE.TextureLoader();
let terrainMat = new TerrainMaterial();
terrainMat.dithering = Config.DITHERING;
terrainMat.setOffsetRepeat(0, 0, 80, 80);
let map1 = loader.load("images/maps/ground/shatter.jpg");
let map1Normal = loader.load("images/maps/ground/shatter_normal.png");
map1.anisotropy = map1Normal.anisotropy = anisotropy;
let map2 = loader.load("images/maps/ground/earth.jpg");
let map2Normal = loader.load("images/maps/ground/earth_normal.png");
map2.anisotropy = map2Normal.anisotropy = anisotropy;
let map3 = loader.load("images/maps/ground/moss.jpg");
let map3Normal = loader.load("images/maps/ground/moss_normal.png");
map3.anisotropy = map3Normal.anisotropy = anisotropy;
let hStep = GroundGeometry.MAX_HEIGHT / 4;
terrainMat.setMap1(map1, map1Normal, hStep);
terrainMat.setMap2(map2, map2Normal, hStep * 2);
terrainMat.setMap3(map3, map3Normal, hStep * 4);
//note: replace new THREE.PlaneGeometry with your terrain geometry so the mateiral can detect height change. otherise the plane will be filled full with the same 1 map.
let p = new THREE.Mesh(new THREE.PlaneGeometry(900, 900, 257, 257), terrainMat);
p.geometry.rotateX(-NumberConsts.PI_2);
scene.add(p);
and the result:
click to see image (i don't have the privilege to embed images yet)