Three.js 粒子混合着色器教程

📅 2026/7/5 8:36:31
Three.js 粒子混合着色器教程
粒子混合着色器 ·BlendShader· ▶ 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THREE.Points 粒子点渲染BufferGeometry 自定义顶点/索引数据requestAnimationFrame渲染循环与resize自适应效果说明本案例演示粒子混合着色器效果基于 WebGL 实现「粒子混合着色器」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls、THREE.Points。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()。THREE.Points将每个顶点渲染为可控大小的粒子可用自定义 attribute如u_index驱动片元/顶点动画。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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { Pane } from tweakpaneconst DOM document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(50, DOM.clientWidth / DOM.clientHeight, 0.1, 1000)camera.position.set(0, 10, 10)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(DOM.clientWidth, DOM.clientHeight)DOM.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping true// 粒子参数 const parameters {particlesSum: 100000,inner: 0,outer: 1500,maxVelocity: 30,mapUrl: https://z2586300277.github.io/three-editor/dist/files/channels/snow.png,sportType: 全随机,}// 几何参数 const positions new Float32Array(parameters.particlesSum * 3);const velocities new Float32Array(parameters.particlesSum * 3);const setVelocities {全随机: (i) {velocities[i3] (Math.random() - 0.5)parameters.maxVelocity / 1000velocities[i3 1] (Math.random() - 0.5)parameters.maxVelocity / 1000velocities[i3 2] (Math.random() - 0.5)parameters.maxVelocity / 1000},随机向上: (i) {velocities[i3] (Math.random() - 0.5)parameters.maxVelocity / 1000velocities[i3 1] Math.abs((Math.random() - 0.5)parameters.maxVelocity / 100000)velocities[i3 2] (Math.random() - 0.5)parameters.maxVelocity / 1000},随机向下: (i) {velocities[i3] (Math.random() - 0.5)parameters.maxVelocity / 1000velocities[i3 1] - Math.abs((Math.random() - 0.5)parameters.maxVelocity / 100000)velocities[i3 2] (Math.random() - 0.5)parameters.maxVelocity / 1000},直线匀速向上: (i) {velocities[i * 3] 0velocities[i * 3 1] parameters.maxVelocity / 2 / 100000velocities[i * 3 2] 0},直线匀速向下: (i) {velocities[i * 3] 0velocities[i * 3 1] - parameters.maxVelocity / 2 / 100000velocities[i * 3 2] 0}}[parameters.sportType]function getPosition() {let x, y, zdo {x Math.random()2parameters.outer - parameters.outer;y Math.random()2parameters.outer - parameters.outer;z Math.random()2parameters.outer - parameters.outer;} while (Math.abs(x) parameters.inner Math.abs(y) parameters.inner Math.abs(z) parameters.inner);return [x, y, z]}for (let i 0; i parameters.particlesSum; i) positions.set(getPosition(), i * 3)const geometry new THREE.BufferGeometry()geometry.setAttribute(position, new THREE.BufferAttribute(positions, 3))geometry.geometryRender () {for (let i 0; i parameters.particlesSum; i) {setVelocities(i)positions[i3] velocities[i3];positions[i3 1] velocities[i3 1];positions[i3 2] velocities[i3 2];if ( Math.abs(positions[i * 3]) parameters.outer || Math.abs(positions[i * 3 1]) parameters.outer || Math.abs(positions[i * 3 2]) parameters.outer || Math.abs(positions[i * 3]) parameters.inner Math.abs(positions[i * 3 1]) parameters.inner Math.abs(positions[i * 3 2]) parameters.inner ) {const [x, y, z] getPosition()positions[i * 3] xpositions[i * 3 1] ypositions[i * 3 2] zvelocities[i * 3] 0velocities[i * 3 1] 0velocities[i * 3 2] 0}}geometry.attributes.position.needsUpdate true;}// 材质参数 const uniforms {iResolution: { type: vec2, value: new THREE.Vector2(DOM.clientWidth, DOM.clientHeight), unit: vec2 },iTime: { type: number, value: 1.0, unit: float },speed: { type: number, value: 0.01, unit: float },intensity: { type: number, unit: float, value: 8 },mixRatio: { type: number, unit: float, value: 0.7 },mixColor: { type: color, unit: vec3, value: new THREE.Color(0xffffff) },hasUv: { type: bool, unit: bool, value: true }}const blendFrag vec3 c; float l,ziTime; for(int i0;i3;i) { vec2 uv,pgl_FragCoord.xy/iResolution/2.0; uvp; p-.3; if(hasUv) uvvUv; z.07; llength(p); uvp/l(sin(z)1.)abs(sin(l*9.-z-z)); c[i].01/length(mod(uv,1.)-.5); } vec3 effect_color c;const _uniforms {pointTexture: {value: new THREE.TextureLoader().load(parameters.mapUrl),type: texture,unit: sampler2D},size: {value: 30,type: number,unit: float},discardVal: {value: 0.5,type: number,unit: float},opacity: {value: 1,type: opacity,unit: float},// 衰减 isdecaySize: {value: true,type: bool,unit: bool}}const uniforms_all Object.assign(uniforms, _uniforms)const material new THREE.ShaderMaterial({uniforms: uniforms_all,vertexShader:uniform float size;uniform bool isdecaySize;void main() {vec4 mvPosition modelViewMatrix * vec4( position, 1.0 );gl_PointSize isdecaySize ? size * ( 300.0 / -mvPosition.z ) : size;gl_Position projectionMatrix * mvPosition;},fragmentShader: Object.keys(uniforms_all).map(i uniform uniforms[i].unit i ;).join(\n) void main() {vec2 vUv gl_PointCoord.xy - .5;blendFrag vec3 useColor effect_color; vec4 textureColor texture2D( pointTexture, gl_PointCoord ); if (textureColor.a discardVal) discard; else useColor * textureColor.rgb; gl_FragColor vec4( mix( mixColor, useColor * vec3( intensity, intensity, intensity), mixRatio ) , opacity ); },transparent: true,depthTest: true,blending: THREE.AdditiveBlending})const mesh new THREE.Points(geometry, material)scene.add(mesh)animate()function animate() {mesh.geometry.geometryRender?.()uniforms.iTime.value uniforms.speed.valuerequestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}window.onresize () {renderer.setSize(DOM.clientWidth, DOM.clientHeight)camera.aspect DOM.clientWidth / DOM.clientHeightcamera.updateProjectionMatrix()}const pane new Pane()pane.addBinding(uniforms.intensity, value, { min: 0, max: 100, label: intensity })pane.addBinding(uniforms.speed, value, { min: 0, max: 0.1, label: speed })pane.addBinding(uniforms.mixRatio, value, { min: 0, max: 1, label: mixRatio })pane.addBinding(uniforms.mixColor, value, { label: mixColor })pane.addBinding(uniforms.hasUv, value, { label: hasUv })pane.addBinding(_uniforms.size, value, { min: 0, max: 100, label: size })pane.addBinding(_uniforms.discardVal, value, { min: 0, max: 1, label: discardVal })pane.addBinding(_uniforms.opacity, value, { min: 0, max: 1, label: opacity })pane.addBinding(_uniforms.isdecaySize, value, { label: isdecaySize })完整源码GitHub小结本文提供粒子混合着色器完整 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