扩散圆墙 · Wall 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 扩散圆墙 效果:基于 WebGL 实现「扩散圆墙」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({ antialias: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.dampingFactor = 0.25
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const curve = new THREE.LineCurve3(new THREE.Vector3(), new THREE.Vector3().setY(3))
const geometry = new THREE.TubeGeometry(curve, 20, 5, 300, false);
geometry.computeBoundingBox()
const { max, min } = geometry.boundingBox
// 创建材质
const material = new THREE.ShaderMaterial({
transparent: true,
side: THREE.DoubleSide,
uniforms: {
uMax: { value: max },
uMin: { value: min },
uColor: { value: new THREE.Color('#409eff') }
},
vertexShader: `
varying vec4 vPosition;
void main() {
vPosition = modelMatrix * vec4(position,1.0);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform vec3 uColor; // 半径
uniform vec3 uMax;
uniform vec3 uMin;
uniform mat4 modelMatrix; // 世界矩阵
varying vec4 vPosition; // 接收顶点着色传递进来的位置数据
void main() {
vec4 uMax_world = modelMatrix * vec4(uMax,1.0);
vec4 uMin_world = modelMatrix * vec4(uMin,1.0);
float opacity =1.0 - (vPosition.y - uMin_world.y) / (uMax_world.y -uMin_world.y);
gl_FragColor = vec4( uColor, opacity);
}
`
})
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
let time = 0
animate()
function animate() {
if (time >= 1) time = 0
else {
time += 0.01
mesh.scale.set(time, 1, time)
}
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
完整源码:GitHub
小结
- 本文提供 扩散圆墙 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