雷达着色器 · Radar 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 雷达着色器 效果:基于 WebGL 实现「雷达着色器」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/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)
scene.add(new THREE.AxesHelper(50000))
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: `
#define SMOOTH(r,R) (1.0-smoothstep(R-1.0,R+1.0, r))
#define RANGE(a,b,x) ( step(a,x)*(1.0-step(b,x)) )
#define RS(a,b,x) ( smoothstep(a-1.0,a+1.0,x)*(1.0-smoothstep(b-1.0,b+1.0,x)) )
#define M_PI 3.1415926535897932384626433832795
#define blue1 vec3(0.74,0.95,1.00)
#define blue2 vec3(0.87,0.98,1.00)
#define blue3 vec3(0.35,0.76,0.83)
#define blue4 vec3(0.953,0.969,0.89)
#define red vec3(1.00,0.38,0.227)
#define MOV(a,b,c,d,t) (vec2(a*cos(t)+b*cos(0.1*(t)), c*sin(t)+d*cos(0.1*(t))))
uniform float ratio;
float PI = 3.1415926;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
float movingLine(vec2 uv, vec2 center, float radius)
{
//angle of the line
float theta0 = 90.0 * iTime;
vec2 d = uv - center;
float r = sqrt( dot( d, d ) );
if(r<radius)
{
//compute the distance to the line theta=theta0
vec2 p = radius*vec2(cos(theta0*M_PI/180.0),
-sin(theta0*M_PI/180.0));
float l = length( d - p*clamp( dot(d,p)/dot(p,p), 0.0, 1.0) );
d = normalize(d);
//compute gradient based on angle difference to theta0
float theta = mod(180.0*atan(d.y,d.x)/M_PI+theta0,360.0);
float gradient = clamp(1.0-theta/90.0,0.0,1.0);
return SMOOTH(l,1.0)+0.5*gradient;
}
else return 0.0;
}
float circle(vec2 uv, vec2 center, float radius, float width)
{
float r = length(uv - center);
return SMOOTH(r-width/2.0,radius)-SMOOTH(r+width/2.0,radius);
}
float circle2(vec2 uv, vec2 center, float radius, float width, float opening)
{
vec2 d = uv - center;
float r = sqrt( dot( d, d ) );
d = normalize(d);
if( abs(d.y) > opening )
return SMOOTH(r-width/2.0,radius)-SMOOTH(r+width/2.0,radius);
else
return 0.0;
}
float circle3(vec2 uv, vec2 center, float radius, float width)
{
vec2 d = uv - center;
float r = sqrt( dot( d, d ) );
d = normalize(d);
float theta = 180.0*(atan(d.y,d.x)/M_PI);
return smoothstep(2.0, 2.1, abs(mod(theta+2.0,45.0)-2.0)) *
mix( 0.5, 1.0, step(45.0, abs(mod(theta, 180.0)-90.0)) ) *
(SMOOTH(r-width/2.0,radius)-SMOOTH(r+width/2.0,radius));
}
float triangles(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
return RS(-8.0, 0.0, d.x-radius) * (1.0-smoothstep( 7.0+d.x-radius,9.0+d.x-radius, abs(d.y)))
+ RS( 0.0, 8.0, d.x+radius) * (1.0-smoothstep( 7.0-d.x-radius,9.0-d.x-radius, abs(d.y)))
+ RS(-8.0, 0.0, d.y-radius) * (1.0-smoothstep( 7.0+d.y-radius,9.0+d.y-radius, abs(d.x)))
+ RS( 0.0, 8.0, d.y+radius) * (1.0-smoothstep( 7.0-d.y-radius,9.0-d.y-radius, abs(d.x)));
}
float _cross(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
int x = int(d.x);
int y = int(d.y);
float r = sqrt( dot( d, d ) );
if( (r<radius) && ( (x==y) || (x==-y) ) )
return 1.0;
else return 0.0;
}
float dots(vec2 uv, vec2 center, float radius)
{
vec2 d = uv - center;
float r = sqrt( dot( d, d ) );
if( r <= 2.5 )
return 1.0;
if( ( r<= radius) && ( (abs(d.y+0.5)<=1.0) && ( mod(d.x+1.0, 50.0) < 2.0 ) ) )
return 1.0;
else if ( (abs(d.y+0.5)<=1.0) && ( r >= 50.0 ) && ( r < 115.0 ) )
return 0.5;
else
return 0.0;
}
float bip1(vec2 uv, vec2 center)
{
return SMOOTH(length(uv - center),3.0);
}
float bip2(vec2 uv, vec2 center)
{
float r = length(uv - center);
float R = 8.0+mod(87.0*iTime, 80.0);
return (0.5-0.5*cos(30.0*iTime)) * SMOOTH(r,5.0)
+ SMOOTH(6.0,r)-SMOOTH(8.0,r)
+ smoothstep(max(8.0,R-20.0),R,r)-SMOOTH(R,r);
}
void main() {
vec2 _uv = vec2(vUv.x * iResolution.x, vUv.y * iResolution.y);
vec3 finalColor;
vec2 uv = _uv;
//center of the image
vec2 c = vec2(iResolution.x / 2.0, iResolution.y / 2.0);
finalColor = vec3( 0.3*_cross(uv, c, 240.0) );
finalColor += ( circle(uv, c, 100.0, 1.0)
+ circle(uv, c, 165.0, 1.0) ) * blue1;
finalColor += (circle(uv, c, 240.0, 2.0) );//+ dots(uv,c,240.0)) * blue4;
finalColor += circle3(uv, c, 313.0, 4.0) * blue1;
finalColor += triangles(uv, c, 315.0 + 30.0*sin(iTime)) * blue2;
finalColor += movingLine(uv, c, 240.0) * blue3;
finalColor += circle(uv, c, 10.0, 1.0) * blue3;
finalColor += 0.7 * circle2(uv, c, 262.0, 1.0, 0.5+0.2*cos(iTime)) * blue3;
if( length(uv-c) < 240.0 )
{
//animate some bips with random movements
vec2 p = 130.0*MOV(1.3,1.0,1.0,1.4,3.0+0.1*iTime);
finalColor += bip1(uv, c+p) * vec3(1,1,1);
p = 130.0*MOV(0.9,-1.1,1.7,0.8,-2.0+sin(0.1*iTime)+0.15*iTime);
finalColor += bip1(uv, c+p) * vec3(1,1,1);
p = 50.0*MOV(1.54,1.7,1.37,1.8,sin(0.1*iTime+7.0)+0.2*iTime);
finalColor += bip2(uv,c+p) * red;
}
gl_FragColor = vec4( finalColor, 1.0 );
}
`
})
const mesh = new THREE.Mesh(geometry, material);
return {
mesh,
uniforms
}
}
完整源码:GitHub
小结
- 本文提供 雷达着色器 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