细胞 · Cell 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-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
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 细胞 效果:基于 WebGL 实现「细胞」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/examples/jsm/controls/OrbitControls.js'
const 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, 10, 10)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
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 iTime;
uniform sampler2D iChannel0;
uniform vec2 iResolution;
varying vec2 iMouse;
varying vec2 vUv;
#define NUM_RAYS 13.
#define VOLUMETRIC_STEPS 19
#define MAX_ITER 35
#define FAR 6.
#define time iTime*1.1
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);}
float noise( in float x ){return texture2D(iChannel0, vec2(x*.01,1.),0.0).x;}
float hash( float n ){return fract(sin(n)*43758.5453);}
float noise(in vec3 p)
{
vec3 ip = floor(p);
vec3 fp = fract(p);
fp = fp*fp*(3.0-2.0*fp);
vec2 tap = (ip.xy+vec2(37.0,17.0)*ip.z) + fp.xy;
vec2 rg = texture2D( iChannel0, (tap + 0.5)/256.0, 0.0 ).yx;
return mix(rg.x, rg.y, fp.z);
}
mat3 m3 = mat3( 0.00, 0.80, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64 );
//See: https://www.shadertoy.com/view/XdfXRj
float flow(in vec3 p, in float t)
{
float z=2.;
float rz = 0.;
vec3 bp = p;
for (float i= 1.;i < 5.;i++ )
{
p += time*.1;
rz+= (sin(noise(p+t*0.8)*6.)*0.5+0.5) /z;
p = mix(bp,p,0.6);
z *= 2.;
p *= 2.01;
p*= m3;
}
return rz;
}
//could be improved
float sins(in float x)
{
float rz = 0.;
float z = 2.;
for (float i= 0.;i < 3.;i++ )
{
rz += abs(fract(x*1.4)-0.5)/z;
x *= 1.3;
z *= 1.15;
x -= time*.65*z;
}
return rz;
}
float segm( vec3 p, vec3 a, vec3 b)
{
vec3 pa = p - a;
vec3 ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1. );
return length( pa - ba*h )*.5;
}
vec3 path(in float i, in float d)
{
vec3 en = vec3(0.,0.,1.);
float sns2 = sins(d+i*0.5)*0.22;
float sns = sins(d+i*.6)*0.21;
en.xz *= mm2((hash(i*10.569)-.5)*6.2+sns2);
en.xy *= mm2((hash(i*4.732)-.5)*6.2+sns);
return en;
}
vec2 map(vec3 p, float i)
{
float lp = length(p);
vec3 bg = vec3(0.);
vec3 en = path(i,lp);
float ins = smoothstep(0.11,.46,lp);
float outs = .15+smoothstep(.0,.15,abs(lp-1.));
p *= ins*outs;
float id = ins*outs;
float rz = segm(p, bg, en)-0.011;
return vec2(rz,id);
}
float march(in vec3 ro, in vec3 rd, in float startf, in float maxd, in float j)
{
float precis = 0.001;
float h=0.5;
float d = startf;
for( int i=0; i<MAX_ITER; i++ )
{
if( abs(h)<precis||d>maxd ) break;
d += h*1.2;
float res = map(ro+rd*d, j).x;
h = res;
}
return d;
}
//volumetric marching
vec3 vmarch(in vec3 ro, in vec3 rd, in float j, in vec3 orig)
{
vec3 p = ro;
vec2 r = vec2(0.);
vec3 sum = vec3(0);
float w = 0.;
for( int i=0; i<VOLUMETRIC_STEPS; i++ )
{
r = map(p,j);
p += rd*.03;
float lp = length(p);
vec3 col = sin(vec3(1.05,2.5,1.52)*3.94+r.y)*.85+0.4;
col.rgb *= smoothstep(.0,.015,-r.x);
col *= smoothstep(0.04,.2,abs(lp-1.1));
col *= smoothstep(0.1,.34,lp);
sum += abs(col)*5. * (1.2-noise(lp*2.+j*13.+time*5.)*1.1) / (log(distance(p,orig)-2.)+.75);
}
return sum;
}
//returns both collision dists of unit sphere
vec2 iSphere2(in vec3 ro, in vec3 rd)
{
vec3 oc = ro;
float b = dot(oc, rd);
float c = dot(oc,oc) - 1.;
float h = b*b - c;
if(h <0.0) return vec2(-1.);
else return vec2((-b - sqrt(h)), (-b + sqrt(h)));
}
void main(void) {
vec2 p = (vUv - 0.5 ) * 2.0;
p.x*=iResolution.x/iResolution.y;
vec2 um = vec2(iTime, .0) / iResolution.xy-.5;
//camera
vec3 ro = vec3(0.,0.,5.);
vec3 rd = normalize(vec3(p*.7,-1.5));
mat2 mx = mm2(time*.4+um.x*6.);
mat2 my = mm2(time*0.3+um.y*6.);
ro.xz *= mx;rd.xz *= mx;
ro.xy *= my;rd.xy *= my;
vec3 bro = ro;
vec3 brd = rd;
vec3 col = vec3(0.0125,0.,0.025);
#if 1
for (float j = 1.;j<NUM_RAYS+1.;j++)
{
ro = bro;
rd = brd;
mat2 mm = mm2((time*0.1+((j+1.)*5.1))*j*0.25);
ro.xy *= mm;rd.xy *= mm;
ro.xz *= mm;rd.xz *= mm;
float rz = march(ro,rd,2.5,FAR,j);
if ( rz >= FAR)continue;
vec3 pos = ro+rz*rd;
col = max(col,vmarch(pos,rd,j, bro));
}
#endif
ro = bro;
rd = brd;
vec2 sph = iSphere2(ro,rd);
if (sph.x > 0.)
{
vec3 pos = ro+rd*sph.x;
vec3 pos2 = ro+rd*sph.y;
vec3 rf = reflect( rd, pos );
vec3 rf2 = reflect( rd, pos2 );
float nz = (-log(abs(flow(rf*1.2,time)-.01)));
float nz2 = (-log(abs(flow(rf2*1.2,-time)-.01)));
col += (0.1*nz*nz* vec3(0.12,0.12,.5) + 0.05*nz2*nz2*vec3(0.55,0.2,.55))*0.8;
}
gl_FragColor = vec4(col*1.3, 1.0);
}
`
})
const mesh = new THREE.Mesh(geometry, material);
return {
mesh,
uniforms
}
}
完整源码:GitHub
小结
- 本文提供 细胞 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