视频着色器 · Video 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 视频着色器 效果:基于 WebGL 实现「视频着色器」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'
import * as dat from 'dat.gui'
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)
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
scene.add(new THREE.AxesHelper(50000)) // 坐标轴
const amibientLight = new THREE.AmbientLight(0xffffff, 4) // 环境光
scene.add(amibientLight) // 添加环境光
const geometry = new THREE.BoxGeometry(5, 5, 5) // 立方体
const video = document.createElement('video')
video.crossOrigin = 'anonymous' // 跨域
video.src = 'https://z2586300277.github.io/3d-file-server/video/test.mp4'
video.loop = true // 循环播放
video.muted = true // 静音
video.play()
const texture = await new Promise(r => video.onloadeddata = () => r(new THREE.VideoTexture(video))) // 创建视频纹理
// 使用 shader 库中的phong材质 进行修改
const shader = {
uniforms: THREE.UniformsUtils.merge([
THREE.ShaderLib['phong'].uniforms,
{
r: {
type: 'v2',
value: new THREE.Vector2(box.clientWidth, box.clientHeight)
},
t: {
type: 'f',
value: 0.0
},
colorTexture: { value: texture },
calcType: {
value: 2
}
}
]),
vertexShader: THREE.ShaderLib['phong'].vertexShader,
fragmentShader: THREE.ShaderLib['phong'].fragmentShader,
}
// GUI 切换混合运算类型
const GUI = new dat.GUI()
GUI.add(shader.uniforms.calcType, 'value', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]).name('混合运算类型');
// 动画
animate()
function animate() {
shader.uniforms.t.value += 0.1
renderer.render(scene, camera)
requestAnimationFrame(animate)
}
shader.vertexShader = shader.vertexShader.replace(/#include <common>/, `
varying vec2 vUv;
#include <common>
`)
shader.vertexShader = shader.vertexShader.replace('void main() {', `
void main() {
vUv = uv;
`)
shader.fragmentShader = shader.fragmentShader.replace(/#include <common>/, `
precision highp float;
varying vec2 vUv;
uniform vec2 r;
uniform float t;
uniform float calcType;
uniform sampler2D colorTexture;
#include <common>
`)
shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );', `
vec3 c;
float l,z=t;
for(int i=0;i<3;i++) {
vec2 uv,p=gl_FragCoord.xy/r/2.0;
uv=p + 2.0 * vUv;
p-=.5;
p.x*=r.x/r.y;
z+=.07;
l=length(p);
uv+=p/l*(sin(z)+1.)*abs(sin(l*9.-z-z));
c[i]=.01/length(mod(uv,1.)-.5);
}
vec3 color = texture2D( colorTexture, vUv ).rgb;
vec3 mixedColor;
if (calcType == 0.0) mixedColor = max(color, c);
else if(calcType == 1.0) mixedColor = min(color, c);
else if(calcType == 2.0) mixedColor = mix(color, c, 0.5);
else if(calcType == 3.0) mixedColor = mod(color, c);
else if(calcType == 4.0) mixedColor = pow(color, c);
else if(calcType == 5.0) mixedColor = step(color, c);
else if(calcType == 6.0) mixedColor = color + c;
else if(calcType == 7.0) mixedColor = color - c;
else if(calcType == 8.0) mixedColor = c - color;
else if(calcType == 9.0) mixedColor = color + c - vec3(1.0) * c * color;
else mixedColor = color;
vec4 diffuseColor = vec4( diffuse * mixedColor, opacity );
`)
const material = new THREE.ShaderMaterial(shader)
material.lights = true // 光照影响
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
完整源码:GitHub
小结
- 本文提供 视频着色器 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