模型混合着色器
Model Blend

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
Three.js 片元/顶点着色器改颜色与形变。
着色器 · Three.js
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
modelBlendShader()— 案例中的独立逻辑模块,建议在线编辑器中跳转阅读
源码
js
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 <common>/, `
uniform vec2 iResolution;
uniform float iTime;
#include <common>
`)
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( diffuse * c * vec3(20.,20.,20.), opacity );
// ... 完整源码见在线案例编辑器小结
着色器 · Three.js
