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 3.14159265
void 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*(-uTime*130.0);
y += sin(x*frequency*2.1 + t)*4.5;
y += sin(x*frequency*1.72 + t*1.121)*4.0;
y += sin(x*frequency*2.221 + t*0.437)*5.0;
y += sin(x*frequency*3.1122+ t*4.269)*2.5;
y *= amplitude*0.06;
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