饱和度(自定义Pass) · Saturation · ▶ 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
- ShaderMaterial 自定义着色器实现核心视觉效果
- EffectComposer 多 Pass 后期处理管线
- OrbitControls 相机轨道交互
- 自定义 ShaderPass 调色/特效
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 饱和度(自定义Pass) 效果:原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期;核心用到 ShaderMaterial、EffectComposer、OrbitControls。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。 - ShaderMaterial 通过
uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false。 - EffectComposer 以多 Pass 链式渲染:RenderPass → 特效 Pass → 输出屏幕,替代直接
renderer.render。 - 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 - 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
- 组装 EffectComposer Pass 链,在 animate 中调用
composer.render() - 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
- 在
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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
window.addEventListener('load', e => {
init();
initComposer();
addMesh();
render();
})
let scene, renderer, camera, orbit;
let composer;
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.add(new THREE.PointLight(0xffffff, 1, 1000, 0.01));
camera.position.set(10, 10, 10);
scene.add(camera);
orbit = new OrbitControls(camera, renderer.domElement);
orbit.enableDamping = true;
scene.add(new THREE.GridHelper(10, 10));
}
function initComposer() {
composer = new EffectComposer(renderer);
let renderPass = new RenderPass(scene, camera);
let outputPass = new OutputPass();
composer.addPass(renderPass);
composer.addPass(outputPass);
let finalMaterial = new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
saturation: { value: 0.2 },
brightness: { value: 0.2 }
},
vertexShader: `
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
vec3 hsv2rgb( in vec3 c ){
vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
return c.z * mix( vec3(1.0), rgb, c.y);
}
vec3 rgbToHsv(vec3 rgb){
vec3 hsv = vec3(0);
float maxC = max(max(rgb.r,rgb.g),rgb.b);
float minC = min(min(rgb.r,rgb.g),rgb.b);
float delta = maxC - minC;
if (maxC == rgb.r) hsv.x = mod((rgb.g - rgb.b)/delta,6.0)/6.0;
if (maxC == rgb.g) hsv.x = (rgb.b - rgb.r)/(delta*6.0) + 1.0/3.0;
if (maxC == rgb.b) hsv.x = (rgb.r - rgb.g)/(delta*6.0) + 2.0/3.0;
hsv.y = delta/maxC;
hsv.z = maxC;
return hsv;
}
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform float saturation;
uniform float brightness;
void main(){
vec4 col = texture2D(tDiffuse,vUv);
vec3 hsvCol = rgbToHsv(col.rgb);
hsvCol.y *= saturation;
hsvCol.z *= brightness;
vec3 col2 = hsv2rgb(hsvCol);
gl_FragColor = vec4(col2,col.a);
#include <colorspace_fragment>
}
`
});
let finalPass = new ShaderPass(finalMaterial)
composer.addPass(finalPass);
let gui = new GUI();
gui.add(finalMaterial.uniforms.saturation, 'value', 0, 1, 0.01).name('饱和度')
gui.add(finalMaterial.uniforms.brightness, 'value', 0, 1, 0.01).name('亮度')
}
function addMesh() {
let geometry = new THREE.BoxGeometry(1, 1, 1);
for (let i = 0; i < 100; i++) {
let material = new THREE.MeshStandardMaterial({ color: 0xffffff * Math.random() });
let mesh = new THREE.Mesh(geometry, material);
mesh.position.x = Math.random() * 10 - 5;
mesh.position.y = Math.random() * 10 - 5;
mesh.position.z = Math.random() * 10 - 5;
scene.add(mesh);
}
}
function render() {
// renderer.render(scene,camera);
composer.render();
orbit.update();
requestAnimationFrame(render);
}
完整源码:GitHub
小结
- 本文提供 饱和度(自定义Pass) 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