Three.js 城市混合Shader教程
2026/7/24 20:52:03 网站建设 项目流程

城市混合Shader ·CityMixShader· ▶ 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

  • onBeforeCompile 注入 GLSL 改造内置材质
  • OrbitControls 相机轨道交互
  • FBXLoader 加载 FBX 城市/角色模型
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示城市混合Shader效果:基于 WebGL 实现「城市混合Shader」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、FBXLoader。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。
  • onBeforeCompile在 Three 拼好内置 shader 后替换#include片段,适合在 PBR 材质上叠加大屏特效。
  • 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
  • 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
  • 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 { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js' import { GUI } 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, 100000)

    camera.position.set(150, 150, -700)

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

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

    renderer.setClearColor(0x000000, 0)

    renderer.setPixelRatio(window.devicePixelRatio * 2)

    new OrbitControls(camera, renderer.domElement)

    window.onresize = () => {

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

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

    }

    box.appendChild(renderer.domElement)

    const dirLight = new THREE.DirectionalLight(0xffffff, 3.8)

    dirLight.position.set(83, 61, -183)

    dirLight.target.position.set(10, -11, -194)

    scene.add(dirLight, new THREE.AmbientLight(0xffffff, 2))

    let model = null

    // 加载模型 new FBXLoader().load(HOST + '/files/model/city.FBX', (object3d) => {

    scene.add(object3d)

    object3d.scale.set(0.04, 0.04, 0.04)

    object3d.position.set(224, -9, -49)

    model = object3d

    modelBlendShader(object3d, box)

    })

    // 渲染 animate()

    function animate() { const time = performance.now() * 0.001; // 添加时间参数 model && model.render?.(time)

    renderer.render(scene, camera)

    requestAnimationFrame(animate) }

    /新光线行进着色器实现/ function modelBlendShader(model) { let materials = [] model.traverse(c => c.isMesh && materials.push(c.material)) materials = [... new Set(materials)] // 创建控制参数对象 const params = { intensity: 1.2, colorScale: 1.5, animationSpeed: 0.8, baseColor: '#6edbe8', useTexture: true, textureMix: 0.7 } const uniforms = { iTime: { value: 0, type: 'number', unit: 'float' }, intensity: { value: params.intensity, type: 'number', unit: 'float' }, colorScale: { value: params.colorScale, type: 'number', unit: 'float' }, baseColor: { value: new THREE.Color(params.baseColor), type: 'color', unit: 'vec3' }, animSpeed: { value: params.animationSpeed, type: 'number', unit: 'float' }, useTexture: { value: params.useTexture, type: 'bool', unit: 'bool' }, textureMix: { value: params.textureMix, type: 'float', unit: 'float' } }

    const glslProps = { vertexHeader:varying vec2 vUv; varying vec3 v_position; void main() { vUv = uv; v_position = position;,

    fragHeader: Object.keys(uniforms).map(i => 'uniform ' + uniforms[i].unit + ' ' + i + ';').join('\n') + '\n' + 'varying vec3 v_position; varying vec2 vUv;\n',

    fragBody:vec4 O = vec4(0.0); vec2 I = (vUv - 0.5) * 2.0; // 将UV居中并扩展到[-1,1]范围 //Raymarch iterator, step distance, depth float i = 0.0, d, z = 0.0; //Clear fragcolor and raymarch 100 steps for(O *= i; i++ < 1e2; //Pick colors and attenuate O += (cos(z + vec4(0,2,3,0)) + 1.5) / d / z * colorScale) { //Raymarch sample point vec3 p = znormalize(vec3(I.x2.0, I.y*2.0, -1.0)) + .8; //Reflection distance d = max(-p.y, 0.); //Reflect y-axis p.y += d+d - 1.; //Step forward slowly with a bias for soft reflections z += d = .3(.01 + .1d + //Lazer distance field length(min( p = cos(p + iTime * animSpeed) + cos(p / .6).yzx, p.zxy)) / ++d / d); } //Tanh tonemapping O = tanh(O / 7e2) * intensity; // 混合基础颜色 O.rgb = mix(O.rgb, O.rgb * vec3(baseColor), 0.5); vec4 diffuseColor = O; #ifdef USE_MAP if(useTexture) { vec3 textureColor = texture2D(map, vUv).rgb; // 提高纹理细节可见度 float luminance = dot(textureColor, vec3(0.299, 0.587, 0.114)); diffuseColor = mix(diffuseColor, diffuseColorvec4(textureColor(1.0 + luminance), opacity), textureMix); } #endif}

    materials.forEach(material => { material.onBeforeCompile = (shader) => { Object.keys(uniforms).forEach((key) => shader.uniforms[key] = uniforms[key])

    shader.vertexShader = shader.vertexShader.replace(void main() {, glslProps.vertexHeader)

    shader.fragmentShader = shader.fragmentShader.replace(/#include /, glslProps.fragHeader + '\n#include \n')

    shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );', glslProps.fragBody) }

    material.needsUpdate = true })

    // 设置GUI控制 setupGUI(params, uniforms);

    // 更新着色器参数 model.render = (time) => { uniforms.iTime.value = time || 0; } }

    // 设置GUI控制面板 let gui = null; function setupGUI(params, uniforms) { // 如果已有GUI则销毁 if (gui) gui.destroy(); // 创建新的GUI gui = new GUI(); gui.width = 300; // 添加效果控制 const effectsFolder = gui.addFolder('着色器效果'); effectsFolder.add(params, 'intensity', 0.1, 3.0).onChange(value => { uniforms.intensity.value = value; }); effectsFolder.add(params, 'colorScale', 0.5, 3.0).onChange(value => { uniforms.colorScale.value = value; }); effectsFolder.add(params, 'animationSpeed', 0.1, 2.0).onChange(value => { uniforms.animSpeed.value = value; }); effectsFolder.addColor(params, 'baseColor').onChange(value => { uniforms.baseColor.value.set(value); }); // 纹理混合控制 const textureFolder = gui.addFolder('纹理控制'); textureFolder.add(params, 'useTexture').onChange(value => { uniforms.useTexture.value = value; }); textureFolder.add(params, 'textureMix', 0, 1).onChange(value => { uniforms.textureMix.value = value; }); // 打开文件夹 effectsFolder.open(); textureFolder.open(); }

    完整源码:GitHub

    小结

    • 本文提供城市混合Shader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

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