Three.js 围墙着色器教程

📅 发布时间:2026/7/7 8:48:23 👁️ 浏览次数:
Three.js 围墙着色器教程
围墙着色器 ·Fence Wall· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么ShaderMaterial 自定义着色器实现核心视觉效果OrbitControls 相机轨道交互效果说明本案例演示围墙着色器效果基于 WebGL 实现「围墙着色器」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Scene / Camera / WebGLRenderer构成最小渲染闭环大场景可开logarithmicDepthBuffer缓解 Z-fighting。ShaderMaterial通过uniforms 自定义 GLSL 控制逐像素/逐点效果透明粒子常配合depthTest: false。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize定义 uniforms / onBeforeCompile 或 ShaderMaterial编写 GLSL 与材质参数创建 OrbitControls及 Raycaster 等交互控件若源码包含在requestAnimationFrame循环中更新状态并 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from three;import { OrbitControls } from three/addons/controls/OrbitControls.js;const { innerWidth, innerHeight } window; const aspect innerWidth / innerHeight;class Base { constructor() { this.init(); this.main(); } main() { const geometry new THREE.CylinderGeometry(30, 30, 20, 4, 64, true); const material new THREE.ShaderMaterial({ side: THREE.DoubleSide, transparent: true, depthWrite: false, uniforms: { uTime: this.deltaTime, }, vertexShader:varying vec2 vUv; void main(){ vUv uv; gl_Position projectionMatrixmodelViewMatrixvec4(position,1.0); }, fragmentShader:uniform float uTime; varying vec2 vUv; #define PI 3.14159265void main(){vec4 baseColor vec4(0.0,1.,0.5,1.); vec4 finalColor; float amplitude 1.; float frequency 10.; float x vUv.x;float y sin(x * frequency) ; float t 0.01(-uTime130.0); y sin(xfrequency2.1 t)*4.5; y sin(xfrequency1.72 t1.121)4.0; y sin(xfrequency2.221 t0.437)5.0; y sin(xfrequency3.1122 t4.269)2.5; y amplitude0.06; y / 3.; y 0.55;vec4 color gl_FragColor.rgba;float r step(0.5, fract(vUv.y - uTime));baseColor.a step(vUv.y,y) * (y-vUv.y)/y; gl_FragColor baseColor;}, }); const cylinder new THREE.Mesh(geometry, material); cylinder.position.y 10; this.scene.add(cylinder); } init() { this.clock new THREE.Clock();this.renderer new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true, }); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.setSize(innerWidth, innerHeight); this.renderer.setAnimationLoop(this.animate.bind(this)); document.body.appendChild(this.renderer.domElement);this.camera new THREE.PerspectiveCamera(60, aspect, 0.01, 10000); this.camera.position.set(0, 40, 40);this.scene new THREE.Scene();this.controls new OrbitControls(this.camera, this.renderer.domElement);this.deltaTime { value: 0, };const grid new THREE.GridHelper(100); this.scene.add(grid);const light new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(light); } animate() { this.controls.update(); this.renderer.render(this.scene, this.camera); this.deltaTime.value this.clock.getElapsedTime(); } } new Base();完整源码GitHub小结本文提供围墙着色器完整 Three.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库