柔光 ·Soft 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-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柔光效果基于 WebGL 实现「柔光」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, 1.5)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping truewindow.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}const uniforms {iTime: {value: 0},iResolution: {value: new THREE.Vector2(box.clientWidth, box.clientHeight)}}const geometry new THREE.PlaneGeometry(3, 3)const material new THREE.ShaderMaterial({uniforms,transparent: true,side: THREE.DoubleSide,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 iTime; uniform vec2 iResolution; varying vec2 vUv;mat2 m(float a){float ccos(a), ssin(a);return mat2(c,-s,s,c);} float map(vec3 p){ p.xz m(iTime0.4);p.xy m(iTime0.3); vec3 q p*2.iTime; return length(pvec3(sin(iTime0.7)))log(length(p)1.) sin(q.xsin(q.zsin(q.y)))*0.5 - 1.; }void main(void) { vec2 p (vUv - 0.5) * 2.0 ; vec3 cl vec3(0.); float d 2.5; for(int i0; i5; i) { vec3 p vec3(0,0,5.) normalize(vec3(p, -1.))*d; float rz map(p); float f clamp((rz - map(p.1))*0.5, -.1, 1. ); vec3 l vec3(0.1,0.3,.4) vec3(5., 2.5, 3.)*f; cl cll smoothstep(2.5, .0, rz).7*l; d min(rz, 1.); } gl_FragColor vec4(cl, 1.); }})const mesh new THREE.Mesh(geometry, material)scene.add(mesh)animate()function animate() {uniforms.iTime.value 0.01requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}完整源码GitHub小结本文提供柔光完整 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
Three.js 柔光教程
柔光 ·Soft 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-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柔光效果基于 WebGL 实现「柔光」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, 1.5)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement)controls.enableDamping truewindow.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}const uniforms {iTime: {value: 0},iResolution: {value: new THREE.Vector2(box.clientWidth, box.clientHeight)}}const geometry new THREE.PlaneGeometry(3, 3)const material new THREE.ShaderMaterial({uniforms,transparent: true,side: THREE.DoubleSide,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 iTime; uniform vec2 iResolution; varying vec2 vUv;mat2 m(float a){float ccos(a), ssin(a);return mat2(c,-s,s,c);} float map(vec3 p){ p.xz m(iTime0.4);p.xy m(iTime0.3); vec3 q p*2.iTime; return length(pvec3(sin(iTime0.7)))log(length(p)1.) sin(q.xsin(q.zsin(q.y)))*0.5 - 1.; }void main(void) { vec2 p (vUv - 0.5) * 2.0 ; vec3 cl vec3(0.); float d 2.5; for(int i0; i5; i) { vec3 p vec3(0,0,5.) normalize(vec3(p, -1.))*d; float rz map(p); float f clamp((rz - map(p.1))*0.5, -.1, 1. ); vec3 l vec3(0.1,0.3,.4) vec3(5., 2.5, 3.)*f; cl cll smoothstep(2.5, .0, rz).7*l; d min(rz, 1.); } gl_FragColor vec4(cl, 1.); }})const mesh new THREE.Mesh(geometry, material)scene.add(mesh)animate()function animate() {uniforms.iTime.value 0.01requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}完整源码GitHub小结本文提供柔光完整 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