Three.js 切换ShaderToy教程

📅 2026/7/5 22:34:46 👁️ 阅读次数 📝 编程学习
Three.js 切换ShaderToy教程

切换ShaderToy ·shaderToy· ▶ 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

本案例演示切换ShaderToy效果:基于 WebGL 实现「切换ShaderToy」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)
  • 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 DOM = document.getElementById('box')

    const scene = new THREE.Scene()

    const camera = new THREE.PerspectiveCamera(75, DOM.clientWidth / DOM.clientHeight, 0.1, 1000)

    camera.position.set(0, 10, 10)

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

    renderer.setSize(DOM.clientWidth, DOM.clientHeight)

    DOM.appendChild(renderer.domElement)

    new OrbitControls(camera, renderer.domElement)

    window.onresize = () => {

    renderer.setSize(DOM.clientWidth, DOM.clientHeight)

    camera.aspect = DOM.clientWidth / DOM.clientHeight

    camera.updateProjectionMatrix()

    }

    scene.add(new THREE.AmbientLight(0xffffff, 8))

    const mesh = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshBasicMaterial({ color: 0xffffff }));

    scene.add(mesh);

    // GUI 对象 const GUI = new dat.GUI()

    const fileList = new Array(6).fill().map((_, i) => FILE_HOST +files/glsl/${i}.frag)

    GUI.add({ url: fileList[0] }, 'url', fileList).onChange((url) => changeShader(url))

    changeShader(fileList[5])

    let shader = null

    animate()

    // 渲染 function animate() {

    shader && (shader.uniforms.u_time.value += 0.02)

    renderer.render(scene, camera)

    requestAnimationFrame(animate)

    }

    async function changeShader(url) {

    const str = await fetch(url).then(res => res.text())

    shader = {

    uniforms: THREE.UniformsUtils.merge([

    THREE.ShaderLib['phong'].uniforms,

    { u_resolution: { type: 'v2', value: new THREE.Vector2(DOM.clientWidth, DOM.clientHeight) },

    u_time: { type: 'f', value: 0.0 },

    u_mouse: { type: 'v2', value: new THREE.Vector2(0, 0) }

    }

    ]),

    side: THREE.DoubleSide,

    vertexShader:varying vec2 vUv; void main() { vUv = uv; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_Position = projectionMatrix * mvPosition; },

    fragmentShader: str,

    }

    shader.fragmentShader = shader.fragmentShader.replace(/gl_FragCoord/, 'vUv * u_resolution.xy')

    shader.fragmentShader = shader.fragmentShader.replace(/uniform float u_time;/,uniform float u_time; varying vec2 vUv;)

    const material = new THREE.ShaderMaterial(shader);

    mesh.material.dispose()

    mesh.material = material

    }

    完整源码:GitHub

    小结

    • 本文提供切换ShaderToy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