Three.js 着色器天空教程

Three.js 着色器天空教程 着色器天空 ·Shader Sky· ▶ 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着色器天空效果基于 WebGL 实现「着色器天空」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.jsinit(document.getElementById(box))function init(DOM) {const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(50, DOM.clientWidth / DOM.clientHeight, 0.1, 100000) camera.position.set(0, 0, 1000) scene.add(camera);const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(DOM.clientWidth, DOM.clientHeight) renderer.setPixelRatio(window.devicePixelRatio * 2) renderer.setClearColor(0x000000) DOM.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement); controls.enableDamping true; controls.dampingFactor 0.1;const axes new THREE.AxesHelper(55000) scene.add(axes)// 着色器天空 const shaderSky () { // 顶点着色 const vertexShader varying vec3 vWorldPosition; void main() { vec4 worldPosition modelMatrix * vec4( position, 1.0 ); vWorldPosition worldPosition.xyz; gl_Position projectionMatrixmodelViewMatrixvec4( position, 1.0 ); }; // 片元 const fragmentShader uniform vec3 topColor; uniform vec3 bottomColor; uniform float offset; uniform float exponent; varying vec3 vWorldPosition; void main() { float h normalize( vWorldPosition offset ).y; gl_FragColor vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 ); }const uniforms { topColor: { value: new THREE.Color(0x0077ff) }, bottomColor: { value: new THREE.Color(aliceblue) }, offset: { value: 400 }, exponent: { value: 0.6 }, }; const skyGeo new THREE.SphereGeometry(4000, 32, 15); const skyMat new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader, side: THREE.DoubleSide, }); return new THREE.Mesh(skyGeo, skyMat) } scene.add(shaderSky())render() function render() { renderer.render(scene, camera) requestAnimationFrame(render) } }完整源码GitHub小结本文提供着色器天空完整 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