Three.js 模型混合着色器教程

📅 2026/7/7 17:55:20 👁️ 阅读次数 📝 编程学习
Three.js 模型混合着色器教程

模型混合着色器 ·Model Blend· ▶ 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

  • glTF/FBX/OBJ 外部模型加载
  • 自定义 ShaderMaterial / 修改内置 shader
  • 相机交互控制器
  • requestAnimationFrame 渲染循环

效果说明

本案例演示模型混合着色器效果:基于 WebGL 实现「模型混合着色器」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、glTF/Draco。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

  • Loader异步加载模型;glTF 返回gltf.scene,加载后注意scale与坐标系。Draco 需配置DRACOLoader
  • ShaderMaterial完全自定义 GLSL;onBeforeCompile可在内置材质 shader 中注入代码。关注uniforms与 rAF 更新。
  • OrbitControls轨道旋转缩放;开enableDamping时每帧需controls.update()

实现步骤

  • 搭建 Scene / Camera / Renderer 与 OrbitControls
  • Loader 异步加载模型/纹理资源
  • 定义材质/shader 与 uniforms,rAF 中更新
  • rAF 循环中 update 并 render
  • 代码要点

    import * as THREE from 'three'

    import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js' import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.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(3, 3, 3)

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

    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.AmbientLight(0xffffff, 3))

    scene.add(new THREE.AxesHelper(1000))

    let car = null

    const loader = new GLTFLoader()

    loader.setDRACOLoader(new DRACOLoader().setDecoderPath(FILE_HOST + 'js/three/draco/'))

    loader.load(

    HOST + '/files/model/car.glb',

    gltf => {

    car = gltf.scene

    scene.add(car)

    modelBlendShader(car, box)

    }

    )

    animate()

    function animate() {

    requestAnimationFrame(animate)

    car?.render?.()

    renderer.render(scene, camera)

    }

    /混合着色/ function modelBlendShader(model, DOM) {

    let materials = []

    model.traverse(c => c.isMesh && materials.push(c.material))

    materials = [... new Set(materials)]

    const uniforms = {

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

    iTime: { type: 'f', value: 1.0 }

    }

    materials.forEach(material => {

    material.onBeforeCompile = shader => {

    shader.uniforms.iResolution = uniforms.iResolution

    shader.uniforms.iTime = uniforms.iTime

    shader.fragmentShader = shader.fragmentShader.replace(/#include /,uniform vec2 iResolution; uniform float iTime; #include)

    shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );',vec3 c; float l,z=iTime; for(int i=0;i<3;i++) { vec2 uv,p=gl_FragCoord.xy/iResolution/2.0; uv=p + 2.0; p-=.5; p.x*=iResolution.x/iResolution.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); } vec4 diffuseColor = vec4( diffusecvec3(20.,20.,20.), opacity );)

    }

    material.needsUpdate = true

    })

    model.render = () => uniforms.iTime.value += 0.02

    }

    完整源码:GitHub

    小结

    • 本文提供模型混合着色器完整 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