花 · Flower 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
- GSAP 时间轴与补间动画
- 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 花 效果:基于 WebGL 实现「花」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、GSAP、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。 - 阅读下方完整源码时,建议从
init/load/animate三条主线入手,再深入 shader 与工具函数。
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
- 在定时器或 GSAP 时间轴中更新 uniform / 变换,驱动特效播放
- 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 gsap from "gsap";
import * as dat from "dat.gui";
var scene, camera, renderer;
var _width, _height;
var mat;
function createWorld() {
_width = window.innerWidth;
_height= window.innerHeight;
scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 5, 15);
scene.background = new THREE.Color(0x000000);
camera = new THREE.PerspectiveCamera(35, _width/_height, 1, 1000);
camera.position.set(0,0,10);
renderer = new THREE.WebGLRenderer({antialias:true, alpha:true});
renderer.setSize(_width, _height);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
_width = window.innerWidth;
_height = window.innerHeight;
renderer.setSize(_width, _height);
camera.aspect = _width / _height;
camera.updateProjectionMatrix();
console.log('- resize -');
}
var _ambientLights, _lights;
function createLights() {
_ambientLights = new THREE.HemisphereLight(0xFFFFFF, 0x000000, 1.4);
_lights = new THREE.PointLight(0xFFFFFF, .5);
_lights.position.set(20,20,20);
scene.add(_ambientLights);
}
var uniforms = {
time: {
type: "f",
value: 1.0
},
pointscale: {
type: "f",
value: 1.0
},
decay: {
type: "f",
value: 2.0
},
complex: {
type: "f",
value: 2.0
},
waves: {
type: "f",
value: 3.0
},
eqcolor: {
type: "f",
value: 3.0
},
fragment: {
type: 'i',
value: false
},
dnoise: {
type: 'f',
value: 0.0
},
qnoise: {
type: 'f',
value: 4.0
},
r_color: {
type: 'f',
value: 0.0
},
g_color: {
type: 'f',
value: 0.0
},
b_color: {
type: 'f',
value: 0.0
}
}
var speedRandom = Math.random(10) / 10000;
var options = {
perlin: {
vel: 0.002,
speed: speedRandom,
perlins: 1.0,
decay: 0.40,
complex: 0.0,
waves: 10.0,
eqcolor: 11.0,
fragment: false,
redhell: true
},
rgb: {
r_color: 6.0,
g_color: 0.0,
b_color: 0.2
},
cam: {
zoom: 10
}
}
function createGUI() {
var gui = new dat.GUI();
var configGUI = gui.addFolder('Setup');
configGUI.add(options.perlin, 'speed', 0.0, 0.001);
configGUI.add(options.cam, 'zoom', 0, 30);
configGUI.open();
var perlinGUI = gui.addFolder('Perlin');
perlinGUI.add(options.perlin, 'decay', 0.0, 1.0).name('Decay').listen();
perlinGUI.add(options.perlin, 'complex', 0.0, 100.0).name('Complex').listen();
perlinGUI.add(options.perlin, 'waves', 0.0, 10.0).name('Waves').listen();
perlinGUI.open();
var colorGUI = gui.addFolder('Color');
colorGUI.add(options.perlin, 'eqcolor', 3.0, 50.0).name('Color').listen();
colorGUI.add(options.rgb, 'r_color', 0.0, 10.0).name('Red').listen();
colorGUI.add(options.rgb, 'g_color', 0.0, 10.0).name('Green').listen();
colorGUI.add(options.rgb, 'b_color', 0.0, 10.0).name('Blue').listen();
colorGUI.open();
}
var primitiveElement = function() {
this.mesh = new THREE.Object3D();
var geo = new THREE.IcosahedronGeometry(1, 6);
mat = new THREE.ShaderMaterial({
wireframe:false,
uniforms: uniforms,
vertexShader: `
vec3 mod289(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
// Classic Perlin noise, periodic variant
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 1.5 * n_xyz;
}
// Turbulence By Jaume Sanchez => https://codepen.io/spite/
varying vec2 vUv;
varying float noise;
varying float qnoise;
varying float displacement;
uniform float time;
uniform float pointscale;
uniform float decay;
uniform float complex;
uniform float waves;
uniform float eqcolor;
uniform bool fragment;
float turbulence( vec3 p) {
float t = - 0.1;
for (float f = 1.0 ; f <= 3.0 ; f++ ){
float power = pow( 2.0, f );
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
}
return t;
}
void main() {
vUv = uv;
noise = (1.0 * - waves) * turbulence( decay * abs(normal + time));
qnoise = (2.0 * - eqcolor) * turbulence( decay * abs(normal + time));
float b = pnoise( complex * (position) + vec3( 1.0 * time ), vec3( 100.0 ) );
if (fragment == true) {
displacement = - sin(noise) + normalize(b * 0.5);
} else {
displacement = - sin(noise) + cos(b * 0.5);
}
vec3 newPosition = (position) + (normal * displacement);
gl_Position = (projectionMatrix * modelViewMatrix) * vec4( newPosition, 1.0 );
gl_PointSize = (pointscale);
//gl_ClipDistance[0];
}`,
fragmentShader: ` varying float qnoise;
uniform float time;
uniform bool redhell;
uniform float r_color;
uniform float g_color;
uniform float b_color;
void main() {
float r, g, b;
r = cos(qnoise + (r_color));
g = cos(qnoise + g_color);
b = cos(qnoise + (b_color));
gl_FragColor = vec4(r, g, b, 1.0);
}`
});
var mesh = new THREE.Mesh(geo, mat);
this.mesh.add(mesh);
}
var _primitive;
function createPrimitive() {
_primitive = new primitiveElement();
_primitive.mesh.scale.set(1,1,1);
scene.add(_primitive.mesh);
}
var start = Date.now();
function animation() {
requestAnimationFrame(animation);
gsap.to(camera.position, 1, {z:options.cam.zoom+5});
_primitive.mesh.rotation.y += 0.001;
mat.uniforms['time'].value = options.perlin.speed * (Date.now() - start);
mat.uniforms['pointscale'].value = options.perlin.perlins;
mat.uniforms['decay'].value = options.perlin.decay;
mat.uniforms['complex'].value = options.perlin.complex;
mat.uniforms['waves'].value = options.perlin.waves;
mat.uniforms['eqcolor'].value = options.perlin.eqcolor;
mat.uniforms['r_color'].value = options.rgb.r_color;
mat.uniforms['g_color'].value = options.rgb.g_color;
mat.uniforms['b_color'].value = options.rgb.b_color;
mat.uniforms['fragment'].value = options.perlin.fragment;
renderer.render(scene, camera);
}
createWorld();
createLights();
createPrimitive();
createGUI();
animation();
完整源码:GitHub
小结
- 本文提供 花 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