着色器天空 · Shader Sky · ▶ 在线运行案例

着色器天空

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 着色器天空 效果:基于 WebGL 实现「着色器天空」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

  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. 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  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 { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'

init(document.getElementById('box'))

function init(DOM) {

  const scene = new THREE.Scene()

  const camera = new THREE.PerspectiveCamera(50, DOM.clientWidth / DOM.clientHeight, 0.1, 100000)
  camera.position.set(0, 0, 1000)
  scene.add(camera);

  const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
  renderer.setSize(DOM.clientWidth, DOM.clientHeight)
  renderer.setPixelRatio(window.devicePixelRatio * 2)
  renderer.setClearColor(0x000000)
  DOM.appendChild(renderer.domElement)

  const controls = new OrbitControls(camera, renderer.domElement);
  controls.enableDamping = true;
  controls.dampingFactor = 0.1;

  const axes = new THREE.AxesHelper(55000)
  scene.add(axes)

  // 着色器天空
  const shaderSky = () => {
    // 顶点着色
    const vertexShader = `
  varying vec3 vWorldPosition;
  void main() {
    vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
    vWorldPosition = worldPosition.xyz;
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  }`;
    // 片元
    const fragmentShader = `
  uniform vec3 topColor;
  uniform vec3 bottomColor;
  uniform float offset;
  uniform float exponent;
  varying vec3 vWorldPosition;
  void main() {
      float h = normalize( vWorldPosition + offset ).y;
      gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
  }`
    const uniforms = {
      topColor: { value: new THREE.Color(0x0077ff) },
      bottomColor: { value: new THREE.Color('aliceblue') },
      offset: { value: 400 },
      exponent: { value: 0.6 },
    };
    const skyGeo = new THREE.SphereGeometry(4000, 32, 15);
    const skyMat = new THREE.ShaderMaterial({
      uniforms: uniforms,
      vertexShader: vertexShader,
      fragmentShader: fragmentShader,
      side: THREE.DoubleSide,
    });
    return new THREE.Mesh(skyGeo, skyMat)
  }
  scene.add(shaderSky()) 

  render()
  function render() {
    renderer.render(scene, camera)
    requestAnimationFrame(render)
  }
}

完整源码:GitHub

小结