Three.js 着色器光效教程
着色器光效 ·Shader Light· ▶ 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-examples
- 400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
- Canvas 动态纹理贴图
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示着色器光效效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 ShaderMaterial、OrbitControls、Canvas。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()。 - CanvasTexture每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
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 render(Cesium 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'
let scene, camera, renderer, controls let fakeLights = [] const clock = new THREE.Clock()
init() animate()
function init() { scene = new THREE.Scene() scene.background = new THREE.Color('#0a0a1a')
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 ) camera.position.set(0, 15, 30)
renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true }) renderer.setSize(window.innerWidth, window.innerHeight) renderer.setPixelRatio(window.devicePixelRatio) document.body.appendChild(renderer.domElement)
controls = new OrbitControls(camera, renderer.domElement) controls.enableDamping = true createFakeLights() }
function createGlowTexture(color) { const canvas = document.createElement('canvas') canvas.width = 256 canvas.height = 256 const ctx = canvas.getContext('2d')
const gradient = ctx.createRadialGradient(128, 128, 0, 128, 128, 128) gradient.addColorStop(0, color) gradient.addColorStop(0.3, color.replace('1)', '0.6)')) gradient.addColorStop(0.6, color.replace('1)', '0.2)')) gradient.addColorStop(1, color.replace('1)', '0)'))
ctx.fillStyle = gradient ctx.fillRect(0, 0, 256, 256)
const texture = new THREE.CanvasTexture(canvas) texture.needsUpdate = true return texture }
function createFakeLight(position, color, size) { const group = new THREE.Group()
const glowTexture = createGlowTexture(color)
const coreMaterial = new THREE.ShaderMaterial({ uniforms: { uTexture: { value: glowTexture }, uOpacity: { value: 1.0 }, uTime: { value: 0 } }, vertexShader:
varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }, fragmentShader:uniform sampler2D uTexture; uniform float uOpacity; uniform float uTime; varying vec2 vUv;void main() { vec4 texColor = texture2D(uTexture, vUv); float pulse = 0.8 + 0.2sin(uTime2.0); gl_FragColor = vec4(texColor.rgb, texColor.auOpacitypulse); }, transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide })const coreGeometry = new THREE.PlaneGeometry(size, size) const core = new THREE.Mesh(coreGeometry, coreMaterial) core.position.copy(position) core.lookAt(camera.position) group.add(core)
for (let i = 1; i <= 3; i++) { const layerMaterial = coreMaterial.clone() layerMaterial.uniforms.uOpacity.value = 0.3 / i const layerGeometry = new THREE.PlaneGeometry(size(1 + i0.5), size(1 + i0.5)) const layer = new THREE.Mesh(layerGeometry, layerMaterial) layer.position.copy(position) layer.position.y -= i * 0.1 layer.lookAt(camera.position) group.add(layer) }
return { group, core, material: coreMaterial } }
function createFakeLights() { const lightConfigs = [ { pos: new THREE.Vector3(-10, 5, -10), color: 'rgba(255, 100, 100, 1)', size: 8 }, { pos: new THREE.Vector3(10, 5, -10), color: 'rgba(100, 255, 100, 1)', size: 8 }, { pos: new THREE.Vector3(0, 8, 10), color: 'rgba(100, 100, 255, 1)', size: 10 }, { pos: new THREE.Vector3(-15, 3, 5), color: 'rgba(255, 200, 100, 1)', size: 6 }, { pos: new THREE.Vector3(15, 3, 5), color: 'rgba(255, 100, 200, 1)', size: 6 } ]
lightConfigs.forEach(config => { const fakeLight = createFakeLight(config.pos, config.color, config.size) scene.add(fakeLight.group) fakeLights.push(fakeLight) }) }
function animate() { requestAnimationFrame(animate)
const elapsed = clock.getElapsedTime()
fakeLights.forEach(fakeLight => { fakeLight.material.uniforms.uTime.value = elapsed fakeLight.core.lookAt(camera.position) })
controls.update() renderer.render(scene, camera) }
完整源码:GitHub
小结
- 本文提供着色器光效完整 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