PacketLens
PacketLens is a pure front-end, offline pcap analysis tool that runs entirely in the browser, supporting deep protocol decoding, HTTPS decryption, and million-packet instant loading without any backend.
在平坦几何体上实现 AAA 级壳映射表面效果,支持轮廓裁剪和自阴影,全部集成在一个 TSL 函数中。
Height-field relief that carves the outline of your meshes — not just their interiors. A single TSL function ray-marches a height map and clips the silhouette through the alpha-test path, so relief overhangs the geometry it sits on, in the spirit of the shell-mapped surfaces in modern AAA titles (and the classic prism / shell mapping papers).
This shader is is a threejs webgpu TSL implementation of the same kind of SPOM/POM techniques popularly used in the game Crimson Desert.
▶ Live demo (WebGPU-capable browser required, e.g. Chrome/Edge) · Open in StackBlitz
Everything in this scene is flat geometry. The blast door is a recessed height field on a plane; the wall's outline crenellates along its relief trim; the flanges and bolts on the columns and pipes overhang the cylinders they wrap. All height maps are generated procedurally at startup — there are no texture assets.
Any static file server works (WebGPU requires a secure context — localhost is fine):
npx serve .
# or: python -m http.server 8080
Then open the served index.html in a WebGPU-capable browser (Chrome/Edge).
three.js is pulled from the jsDelivr CDN, pinned to 0.185.1.
ParallaxOcclusion.js exports one function:
import { parallaxOcclusionUV } from './ParallaxOcclusion.js';
const pom = parallaxOcclusionUV( heightMap, {
uvNode: uv(), // base UVs (scale/offset them for tiling)
scale: 0.1, // relief depth, in UV units
minLayers: 16, // march steps head-on ...
maxLayers: 96, // ... and at grazing angles
silhouette: true, // compute the coverage / missed outputs
silhouetteBounds: [ 0, 1 ], // clip rays landing outside this UV region
curvedSilhouette: false, // clip rays passing a curved surface's horizon
curvature: null, // number | [ku, kv] | (uv) => node - see JSDoc
sampleBounds: null // clamp every height fetch into a UV region
} );
material.colorNode = pom.sample( colorMap ); // gradient-safe sampling at the marched UV
material.normalNode = /* build from a second parallaxOcclusionUV() call -
Silhouette parallax occlusion mapping for three.js WebGPU/TSL - relief that carves mesh outlines, with a fully procedural demo scene
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