魔幻山体 · Contour · ▶ 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
- 场景雾效增强纵深
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 魔幻山体 效果:基于 WebGL 实现「魔幻山体」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、场景雾效增强纵深。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";
// 魔幻山体-等高线示意
const box = document.getElementById("box");
const scene = new THREE.Scene();
scene.background = new THREE.Color(0.5, 1, 0.875);
scene.fog = new THREE.Fog(scene.background, 20, 45);
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();
};
animate();
function animate() {
// uniforms.iTime.value += 0.01
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
// 添加一个plane
import { Clock, DoubleSide, Mesh, PlaneGeometry, ShaderMaterial } from 'three'
const add_plane = () => {
const clock = new Clock();
const planeGeometry = new PlaneGeometry(50, 50, 500, 500);
planeGeometry.rotateX(-Math.PI / 2)
let uniforms = {
u_time: {
value: clock.getDelta()
}
}
// shader material
const vertexShader = `
vec3 hash(vec3 p) {
p = vec3( dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6)));
return fract(sin(p) * 43758.5453123);
}
// returns 3D value noise
float noise( in vec3 x )
{
// grid
vec3 p = floor(x);
vec3 w = fract(x);
// quintic interpolant
vec3 u = w*w*w*(w*(w*6.0-15.0)+10.0);
// gradients
vec3 ga = hash( p+vec3(0.0,0.0,0.0) );
vec3 gb = hash( p+vec3(1.0,0.0,0.0) );
vec3 gc = hash( p+vec3(0.0,1.0,0.0) );
vec3 gd = hash( p+vec3(1.0,1.0,0.0) );
vec3 ge = hash( p+vec3(0.0,0.0,1.0) );
vec3 gf = hash( p+vec3(1.0,0.0,1.0) );
vec3 gg = hash( p+vec3(0.0,1.0,1.0) );
vec3 gh = hash( p+vec3(1.0,1.0,1.0) );
// projections
float va = dot( ga, w-vec3(0.0,0.0,0.0) );
float vb = dot( gb, w-vec3(1.0,0.0,0.0) );
float vc = dot( gc, w-vec3(0.0,1.0,0.0) );
float vd = dot( gd, w-vec3(1.0,1.0,0.0) );
float ve = dot( ge, w-vec3(0.0,0.0,1.0) );
float vf = dot( gf, w-vec3(1.0,0.0,1.0) );
float vg = dot( gg, w-vec3(0.0,1.0,1.0) );
float vh = dot( gh, w-vec3(1.0,1.0,1.0) );
// interpolation
return va +
u.x*(vb-va) +
u.y*(vc-va) +
u.z*(ve-va) +
u.x*u.y*(va-vb-vc+vd) +
u.y*u.z*(va-vc-ve+vg) +
u.z*u.x*(va-vb-ve+vf) +
u.x*u.y*u.z*(-va+vb+vc-vd+ve-vf-vg+vh);
}
varying vec2 v_uv;
varying float v_y;
void main(){
v_uv = uv;
float noise_value = noise(position);
float y = noise_value;
y = pow(y,3.);
vec3 in_position = position;
in_position.y = v_y = min(y*35.,15.)*2.;
gl_Position = projectionMatrix * modelViewMatrix * vec4( in_position, 1.0 );
}
`
const fragmentShader = `
uniform float u_time;
varying float v_y;
varying vec2 v_uv;
void main(){
gl_FragColor = vec4(v_uv.x,sin(v_y*100.*u_time),0.5,1.);
}
`
const shaderMaterial = new ShaderMaterial({
vertexShader, fragmentShader, side: DoubleSide, uniforms
})
function animate() {
uniforms.u_time.value = clock.getElapsedTime()*0.01;
requestAnimationFrame(animate)
}
animate()
const mesh = new Mesh(planeGeometry, shaderMaterial)
scene.add(mesh)
return mesh;
}
add_plane()
完整源码:GitHub
小结
- 本文提供 魔幻山体 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