地球粒子 · Globe Particle · ▶ 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
- UnrealBloomPass 辉光 Bloom 效果
- OrbitControls 相机轨道交互
- THREE.Points 粒子点渲染
- BufferGeometry 自定义顶点/索引数据
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 地球粒子 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、UnrealBloomPass。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/addons/controls/OrbitControls.js";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x020209);
scene.fog = new THREE.Fog(0x020209, 15, 60);
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 6;
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
document.getElementById("box").appendChild(renderer.domElement);
const ambientLight = new THREE.AmbientLight(0x333366, 0.8);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffcc, 1.2);
directionalLight.position.set(1, 3, 2);
scene.add(directionalLight);
const pointLight = new THREE.PointLight(0x3366ff, 2, 10);
pointLight.position.set(0, 0, 0);
scene.add(pointLight);
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.2,
0.7,
0.5
);
composer.addPass(bloomPass);
const gammaCorrectionPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaCorrectionPass);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.1;
controls.rotateSpeed = 0.5;
controls.minDistance = 3;
controls.maxDistance = 15;
controls.autoRotate = true;
controls.autoRotateSpeed = 0.5;
controls.addEventListener("start", () => {
document.body.style.cursor = "grabbing";
controls.autoRotate = false;
});
controls.addEventListener("end", () => {
document.body.style.cursor = "grab";
setTimeout(() => { controls.autoRotate = true; }, 3000);
});
const numParticles = 30000;
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(numParticles * 3);
const colors = new Float32Array(numParticles * 3);
const sizes = new Float32Array(numParticles);
const speeds = new Float32Array(numParticles);
for (let i = 0; i < numParticles; i++) {
if (i < numParticles * 0.8) {
const phi = Math.acos(-1 + (2 * i) / (numParticles * 0.8));
const theta = Math.sqrt(numParticles * Math.PI) * phi;
const radius = 1.8 + Math.random() * 0.4;
const x = Math.sin(phi) * Math.cos(theta) * radius;
const y = Math.sin(phi) * Math.sin(theta) * radius;
const z = Math.cos(phi) * radius;
positions[i * 3] = x;
positions[i * 3 + 1] = y;
positions[i * 3 + 2] = z;
} else {
const angle = Math.random() * Math.PI * 2;
const radius = 2 + Math.random() * 3;
const height = (Math.random() - 0.5) * 2;
positions[i * 3] = Math.cos(angle) * radius;
positions[i * 3 + 1] = height;
positions[i * 3 + 2] = Math.sin(angle) * radius;
}
const distance = Math.sqrt(
positions[i * 3] ** 2 +
positions[i * 3 + 1] ** 2 +
positions[i * 3 + 2] ** 2
);
let color;
if (distance < 1.5) {
color = new THREE.Color(0x4466ff);
} else if (distance < 2.5) {
color = new THREE.Color(0x9944ff);
} else {
color = new THREE.Color(0xff44aa);
}
color.offsetHSL(0, (Math.random() - 0.5) * 0.3, (Math.random() - 0.5) * 0.2);
colors[i * 3] = color.r;
colors[i * 3 + 1] = color.g;
colors[i * 3 + 2] = color.b;
sizes[i] = distance < 2 ? 0.05 + Math.random() * 0.04 : 0.03 + Math.random() * 0.03;
speeds[i] = 0.4 + Math.random() * 0.6;
}
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.BufferAttribute(sizes, 1));
const particleMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
pixelRatio: { value: window.devicePixelRatio }
},
vertexShader: `
attribute float size;
uniform float time;
uniform float pixelRatio;
varying vec3 vColor;
void main() {
vColor = color;
float pulse = 1.0 + 0.2 * sin(time + position.x + position.z);
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = size * pulse * pixelRatio * (300.0 / -mvPosition.z);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
varying vec3 vColor;
void main() {
float distanceToCenter = length(gl_PointCoord - vec2(0.5));
if (distanceToCenter > 0.5) discard;
float alpha = 1.0 - smoothstep(0.4, 0.5, distanceToCenter);
gl_FragColor = vec4(vColor, alpha);
}
`,
transparent: true,
vertexColors: true,
depthWrite: false,
blending: THREE.AdditiveBlending
});
const particleSystem = new THREE.Points(geometry, particleMaterial);
scene.add(particleSystem);
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
particleMaterial.uniforms.pixelRatio.value = window.devicePixelRatio;
}, false);
renderer.domElement.addEventListener("dblclick", () => {
camera.position.set(0, 0, 6);
camera.lookAt(0, 0, 0);
controls.reset();
});
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
const elapsedTime = clock.getElapsedTime();
particleSystem.rotation.y += delta * 0.05;
particleMaterial.uniforms.time.value = elapsedTime;
particleSystem.scale.x = 1 + Math.sin(elapsedTime * 0.3) * 0.05;
particleSystem.scale.y = 1 + Math.sin(elapsedTime * 0.4) * 0.05;
particleSystem.scale.z = 1 + Math.sin(elapsedTime * 0.5) * 0.05;
controls.update();
composer.render();
}
animate();
完整源码:GitHub
小结
- 本文提供 地球粒子 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