围墙着色器 · Fence Wall · ▶ 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-examples
- 400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
效果说明
本案例演示 围墙着色器 效果:基于 WebGL 实现「围墙着色器」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 render(Cesium 为viewer.render或自动渲染) 代码要点
import * as THREE from "three";import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const { innerWidth, innerHeight } = window; const aspect = innerWidth / innerHeight;
class Base { constructor() { this.init(); this.main(); } main() { const geometry = new THREE.CylinderGeometry(30, 30, 20, 4, 64, true); const material = new THREE.ShaderMaterial({ side: THREE.DoubleSide, transparent: true, depthWrite: false, uniforms: { uTime: this.deltaTime, }, vertexShader:
varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrix modelViewMatrix vec4(position,1.0); }, fragmentShader:uniform float uTime; varying vec2 vUv; #define PI 3.14159265void main(){
vec4 baseColor = vec4(0.0,1.,0.5,1.); vec4 finalColor; float amplitude = 1.; float frequency = 10.; float x = vUv.x;
float y = sin(x * frequency) ; float t = 0.01(-uTime130.0); y += sin(xfrequency2.1 + t)*4.5; y += sin(xfrequency1.72 + t1.121)4.0; y += sin(xfrequency2.221 + t0.437)5.0; y += sin(xfrequency3.1122+ t4.269)2.5; y = amplitude0.06; y /= 3.; y += 0.55;
vec4 color = gl_FragColor.rgba;
float r = step(0.5, fract(vUv.y - uTime));
baseColor.a = step(vUv.y,y) * (y-vUv.y)/y; gl_FragColor = baseColor;
}, }); const cylinder = new THREE.Mesh(geometry, material); cylinder.position.y += 10; this.scene.add(cylinder); } init() { this.clock = new THREE.Clock();this.renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: true, }); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.setSize(innerWidth, innerHeight); this.renderer.setAnimationLoop(this.animate.bind(this)); document.body.appendChild(this.renderer.domElement);
this.camera = new THREE.PerspectiveCamera(60, aspect, 0.01, 10000); this.camera.position.set(0, 40, 40);
this.scene = new THREE.Scene();
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.deltaTime = { value: 0, };
const grid = new THREE.GridHelper(100); this.scene.add(grid);
const light = new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(light); } animate() { this.controls.update(); this.renderer.render(this.scene, this.camera); this.deltaTime.value = this.clock.getElapsedTime(); } } new Base();
完整源码:GitHub
小结
- 本文提供 围墙着色器 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
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