着色器行星 · Shader Planet · ▶ 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 着色器行星 效果:基于 WebGL 实现「着色器行星」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 texture = await new THREE.TextureLoader().load(FILE_HOST + 'images/channels/8k_stars_milky_way.jpg')
scene.background = texture;
const camera = new THREE.PerspectiveCamera(
75,
box.clientWidth / box.clientHeight,
0.1,
1000,
);
camera.position.set(0, 0, 20);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(box.clientWidth, box.clientHeight);
box.appendChild(renderer.domElement);
new OrbitControls(camera, renderer.domElement);
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight);
camera.aspect = box.clientWidth / box.clientHeight;
camera.updateProjectionMatrix();
};
function animate() {
// uniforms.iTime.value += 0.01
mesh.rotation.y += 0.01;
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
import init, { fbm } from "three_noise";
const generate_texture = async () => {
await init();
// let noise = new ImprovedNoise();
let texture_height = 1024,
texture_width = 1024;
let texture_data = new Uint8Array(texture_height * texture_width * 4);
for (let x = 0; x < texture_width; x++) {
for (let y = 0; y < texture_height; y++) {
// const noisevalue = noise.noise(x, y, 0.325);
let fbm_value = fbm(
x / texture_width,
y / texture_height,
6,
2.0,
1.5,
);
let color = fbm_value * 128 + 128;
let i = (x + y * texture_width) * 4;
texture_data[i] = color;
texture_data[i + 1] = color;
texture_data[i + 2] = fbm_value * 255;
texture_data[i + 3] = 255;
}
}
const texture = new THREE.DataTexture(
texture_data,
texture_width,
texture_height,
THREE.RGBAFormat,
);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1, -1);
texture.needsUpdate = true;
return texture;
};
let material,mesh;
const add_sky_sphere = async () => {
const texture = await generate_texture();
const uniforms = {
u_texture: {
value: texture,
},
};
const sphere_geo = new THREE.SphereGeometry(5, 100, 100);
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
varying vec2 vUv;
uniform sampler2D u_texture;
void main(){
vec2 uv = vUv;
vec4 color = texture2D(u_texture,uv);
gl_FragColor = color;
}
`;
material = new THREE.ShaderMaterial({
uniforms,
vertexShader,
fragmentShader,
side: THREE.DoubleSide,
// wireframe:true
});
mesh = new THREE.Mesh(sphere_geo, material);
// mesh.translateX(-10);
material.needsUpdate = true
scene.add(mesh);
};
const change_material = ()=>{
if (params.showTerrain) {
material.vertexShader = `
uniform sampler2D u_texture;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 color = texture2D(u_texture, uv);
// float height = length(color);
float height = color.r;
vec3 newPosition = position + normal * height * 1.5;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
`
}else{
material.vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
}
material.needsUpdate = true
}
import { GUI } from "dat.gui";
const params = {
showTerrain:false
}
const add_gui = ()=>{
const gui = new GUI()
gui.add(params,'showTerrain').onChange(change_material)
}
await add_sky_sphere();
add_gui()
animate();
完整源码:GitHub
小结
- 本文提供 着色器行星 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