环彩虹着色器 · Rings 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 环彩虹着色器 效果:基于 WebGL 实现「环彩虹着色器」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, 0, 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: `
uniform float ratio;
float PI = 3.1415926;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
void main() {
vec2 p = (vUv - 0.5) * 2.0;
float tau = PI * 2.0;
float a = atan(p.x,p.y);
float r = length(p)*0.75;
vec2 uv = vec2(a/tau,r);
//get the color
float xCol = (uv.x - (iTime / 3.0)) * 3.0;
xCol = mod(xCol, 3.0);
vec3 horColour = vec3(0.25, 0.25, 0.25);
if (xCol < 1.0) {
horColour.r += 1.0 - xCol;
horColour.g += xCol;
}
else if (xCol < 2.0) {
xCol -= 1.0;
horColour.g += 1.0 - xCol;
horColour.b += xCol;
}
else {
xCol -= 2.0;
horColour.b += 1.0 - xCol;
horColour.r += xCol;
}
// draw color beam
uv = (2.0 * uv) - 1.0;
float beamWidth = (0.7+0.5*cos(uv.x*10.0*tau*0.15*clamp(floor(5.0 + 10.0*cos(iTime)), 0.0, 10.0))) * abs(1.0 / (30.0 * uv.y));
vec3 horBeam = vec3(beamWidth);
gl_FragColor = vec4((( horBeam) * horColour), 1.0);
}
`
})
const mesh = new THREE.Mesh(geometry, material);
return {
mesh,
uniforms
}
}
完整源码:GitHub
小结
- 本文提供 环彩虹着色器 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