我来详细讲解 Three.js 中自定义着色器效果的实现方法。
javascript
// 创建自定义着色器材质
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
texture1: { value: texture },
},
vertexShader: vertexShaderCode,
fragmentShader: fragmentShaderCode,
});
javascript
// 需要自己声明所有变量(包括内置变量)
const rawMaterial = new THREE.RawShaderMaterial({
uniforms: uniforms,
vertexShader: vertexShaderCode,
fragmentShader: fragmentShaderCode,
});
javascript
// 顶点着色器
const vertexShader = `
uniform float uTime;
uniform float uWaveHeight;
uniform float uWaveSpeed;
varying vec2 vUv;
varying float vElevation;
void main() {
vUv = uv;
// 创建波浪效果
float elevation = sin(position.x * 10.0 + uTime * uWaveSpeed) *
sin(position.z * 10.0 + uTime * uWaveSpeed) *
uWaveHeight;
vec3 newPosition = position;
newPosition.y += elevation;
vElevation = elevation;
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
}
`;
// 片元着色器
const fragmentShader = `
uniform float uTime;
uniform vec3 uColor1;
uniform vec3 uColor2;
varying vec2 vUv;
varying float vElevation;
void main() {
// 根据高度混合颜色
float mixStrength = (vElevation + 1.0) * 0.5;
vec3 color = mix(uColor1, uColor2, mixStrength);
// 添加一些动态效果
float pulse = sin(uTime * 2.0) * 0.1 + 0.9;
color *= pulse;
gl_FragColor = vec4(color, 1.0);
}
`;
// 创建材质
const waveMaterial = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uWaveHeight: { value: 0.2 },
uWaveSpeed: { value: 1.0 },
uColor1: { value: new THREE.Color(0x1a2a6c) },
uColor2: { value: new THREE.Color(0xb21f1f) },
},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
});
javascript
// GLSL 噪声函数(放在着色器顶部)
const noiseShader = `
// 经典噪声函数
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
`;
// 使用噪声的着色器
const noiseVertexShader = `
${noiseShader}
uniform float uTime;
uniform float uNoiseScale;
uniform float uNoiseStrength;
varying vec2 vUv;
varying float vNoise;
void main() {
vUv = uv;
// 生成噪声
vec3 pos = position;
float noise = snoise(vec3(
pos.x * uNoiseScale + uTime * 0.5,
pos.y * uNoiseScale,
pos.z * uNoiseScale + uTime * 0.3
));
vNoise = noise;
// 应用噪声变形
pos += normal * noise * uNoiseStrength;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`;
javascript
class GlitchEffect {
constructor(renderer, scene, camera) {
this.renderer = renderer;
this.scene = scene;
this.camera = camera;
this.init();
}
init() {
// 创建渲染目标
this.renderTarget = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat
}
);
// 创建后处理材质
this.postMaterial = new THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: null },
uTime: { value: 0 },
uIntensity: { value: 0.5 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float uTime;
uniform float uIntensity;
varying vec2 vUv;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
void main() {
vec2 uv = vUv;
// 创建扫描线效果
float scanLine = sin(uv.y * 800.0 + uTime * 10.0) * 0.02;
// 创建颜色偏移(RGB分离)
float r = texture2D(tDiffuse, uv + vec2(0.02 * uIntensity, 0.0)).r;
float g = texture2D(tDiffuse, uv + vec2(0.0, 0.01 * uIntensity)).g;
float b = texture2D(tDiffuse, uv + vec2(-0.02 * uIntensity, 0.0)).b;
// 随机干扰
float noise = random(vec2(uTime, uv.y)) * uIntensity * 0.1;
vec3 color = vec3(r, g, b) + scanLine + noise;
gl_FragColor = vec4(color, 1.0);
}
`
});
// 创建后处理平面
this.postPlane = new THREE.Mesh(
new THREE.PlaneGeometry(2, 2),
this.postMaterial
);
this.postScene = new THREE.Scene();
this.postCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
this.postScene.add(this.postPlane);
}
render() {
// 渲染到目标
this.renderer.setRenderTarget(this.renderTarget);
this.renderer.render(this.scene, this.camera);
// 更新uniforms
this.postMaterial.uniforms.uTime.value = performance.now() * 0.001;
this.postMaterial.uniforms.tDiffuse.value = this.renderTarget.texture;
// 渲染后处理效果
this.renderer.setRenderTarget(null);
this.renderer.render(this.postScene, this.postCamera);
}
}
javascript
class ShaderManager {
constructor() {
this.uniforms = {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2() },
uMouse: { value: new THREE.Vector2() }
};
}
update(time) {
this.uniforms.uTime.value = time;
}
updateResolution(width, height) {
this.uniforms.uResolution.value.set(width, height);
}
updateMouse(x, y) {
this.uniforms.uMouse.value.set(x, y);
}
}
javascript
// 创建可复用的着色器模块
const ShaderLib = {
noise: noiseShader,
utils: `
// 常用工具函数
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
vec3 hueShift(vec3 color, float hue) {
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
}
`
};
// 组合使用
const customShader = `
${ShaderLib.noise}
${ShaderLib.utils}
// 主着色器代码...
`;
ShaderFrog - 可视化着色器编辑器
GLSL Sandbox - 在线GLSL编辑器
The Book of Shaders - 学习资源
javascript
// 使用dat.GUI调试uniforms
const gui = new dat.GUI();
const params = {
waveHeight: 0.2,
waveSpeed: 1.0,
color1: '#1a2a6c',
color2: '#b21f1f'
};
gui.add(params, 'waveHeight', 0, 1).onChange(val => {
material.uniforms.uWaveHeight.value = val;
});
gui.add(params, 'waveSpeed', 0, 5).onChange(val => {
material.uniforms.uWaveSpeed.value = val;
});
// 在动画循环中更新time
function animate() {
requestAnimationFrame(animate);
const time = performance.now() * 0.001;
material.uniforms.uTime.value = time;
renderer.render(scene, camera);
}
减少uniform更新:只在必要时更新uniforms
使用低精度:在片元着色器中使用lowp或mediump
减少分支语句:避免在着色器中使用复杂的if语句
纹理压缩:使用压缩纹理格式
LOD优化:根据距离使用不同复杂度的着色器
这个指南覆盖了Three.js自定义着色器的主要方面。从基础到高级效果,你可以根据自己的需求组合使用这些技术。