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你将学到什么
- Scene / Camera / Renderer 渲染管线
- ShaderMaterial / RawShaderMaterial 自定义 GLSL
效果说明
Three.js WebGL 场景,以自定义 shader 呈现核心视觉效果,技术点:顶点着色器、片元着色器、uniform 驱动。打开在线案例可查看最终画面。
核心概念
- Scene 容纳对象,Camera 定义视点,WebGLRenderer 输出 canvas。
- ShaderMaterial 自定义 uniforms + vertex/fragment;RawShaderMaterial 需手写全部 shader 声明。
实现步骤
- 初始化 Viewer 或 Scene / Camera / Renderer
- 定义 uniforms,在 rAF 中更新并 render
- 搭建灯光与环境(如有)
- requestAnimationFrame 循环 update + render
代码要点
js
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(100, 400, 600);
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050505);
let geometry = new TextGeometry(text, {
font: font,
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050505);
let geometry = new TextGeometry(text, {
font: font,
size: 30,
depth: 5,
curveSegments: 3,
scene = new THREE.Scene();
scene.background = new THREE.Color(0x050505);
let geometry = new TextGeometry(text, {
font: font,
size: 30,
depth: 5,
curveSegments: 3,
bevelThickness: 2,完整源码:GitHub
小结
着色器 · Three.js · 19/89
