花 · Flower Shader · ▶ 在线运行案例

花

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 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

  1. 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理 resize
  2. 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
  3. 在定时器或 GSAP 时间轴中更新 uniform / 变换,驱动特效播放
  4. 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