Three.js 环彩虹着色器教程

📅 2026/7/9 0:56:29
Three.js 环彩虹着色器教程
环彩虹着色器 ·Rings Shader· ▶ 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requestAnimationFrame渲染循环与resize自适应效果说明本案例演示环彩虹着色器效果基于 WebGL 实现「环彩虹着色器」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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.jsconst box document.getElementById(box) const scene new THREE.Scene() const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000) camera.position.set(0, 0, 10) const renderer new THREE.WebGLRenderer() renderer.setSize(box.clientWidth, box.clientHeight) box.appendChild(renderer.domElement) new OrbitControls(camera, renderer.domElement) scene.add(new THREE.AxesHelper(50000)) window.onresize () { renderer.setSize(box.clientWidth, box.clientHeight) camera.aspect box.clientWidth / box.clientHeight camera.updateProjectionMatrix() }const { mesh, uniforms } getShaderMesh() scene.add(mesh)animate() function animate() { uniforms.iTime.value 0.01 requestAnimationFrame(animate) renderer.render(scene, camera) }function getShaderMesh() {const uniforms { iTime: { value: 0 }, iResolution: { value: new THREE.Vector2(1900, 1900) }, iChannel0: { value: window.iChannel0 } }const geometry new THREE.PlaneGeometry(20, 20); const material new THREE.ShaderMaterial({ uniforms, side: 2, depthWrite: false, transparent: true, vertexShader:varying vec3 vPosition; varying vec2 vUv; void main() { vUv uv; vec4 mvPosition modelViewMatrix * vec4(position, 1.0); gl_Position projectionMatrix * mvPosition; }, fragmentShader:uniform float ratio;float PI 3.1415926; uniform float iTime; uniform vec2 iResolution; varying vec2 vUv; void main() { vec2 p (vUv - 0.5) * 2.0; float tau PI * 2.0; float a atan(p.x,p.y); float r length(p)*0.75; vec2 uv vec2(a/tau,r); //get the color float xCol (uv.x - (iTime / 3.0)) * 3.0; xCol mod(xCol, 3.0); vec3 horColour vec3(0.25, 0.25, 0.25); if (xCol 1.0) { horColour.r 1.0 - xCol; horColour.g xCol; } else if (xCol 2.0) { xCol - 1.0; horColour.g 1.0 - xCol; horColour.b xCol; } else { xCol - 2.0; horColour.b 1.0 - xCol; horColour.r xCol; }// draw color beam uv (2.0 * uv) - 1.0; float beamWidth (0.70.5cos(uv.x10.0tau0.15clamp(floor(5.0 10.0cos(iTime)), 0.0, 10.0)))abs(1.0 / (30.0uv.y)); vec3 horBeam vec3(beamWidth); gl_FragColor vec4((( horBeam) * horColour), 1.0); }}) const mesh new THREE.Mesh(geometry, material);return { mesh, uniforms } }完整源码GitHub小结本文提供环彩虹着色器完整 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