
发散着色器 ·Emit 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发散着色器效果基于 WebGL 实现「发散着色器」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(50, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 10, 10)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 trueconst boxGeometry new THREE.BoxGeometry(6, 6, 6);const vertexShader void main() { gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0);}const fragmentShader uniform vec2 u_resolution; uniform float iTime; vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a bcos( 6.283185(c*td) ); } void main() { vec3 finalcol vec3(0.0); vec2 uv (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; vec2 uv0 uv; for (float i 0.0; i 3.0; i) { uv fract(uv*5.5)-0.5; vec3 col palette(length(uv0)iTime,vec3(0.768, 0.648, 1.0), vec3(-0.252, -0.082, 0.0), vec3(0.5, 0.5, 0.0), vec3(0.5, 0.0, 0.0)); float d length(uv) * exp(-length(uv0));d sin(d*8. iTime)/8.; d abs(d);d pow(0.01 / d, 1.2); finalcol col * d; } gl_FragColor vec4(finalcol, 1.0); }const boxMaterial new THREE.ShaderMaterial({ uniforms: { u_resolution: { value: new THREE.Vector2(box.clientWidth, box.clientHeight) }, iTime: { value: 0 } }, vertexShader, fragmentShader });const boxMesh new THREE.Mesh(boxGeometry, boxMaterial);scene.add(boxMesh);animate()function animate() {boxMaterial.uniforms.iTime.value 0.01requestAnimationFrame(animate)controls.update()renderer.render(scene, camera)}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}完整源码GitHub小结本文提供发散着色器完整 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