切换ShaderToy · shaderToy · ▶ 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
- OrbitControls 相机轨道交互
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 切换ShaderToy 效果:基于 WebGL 实现「切换ShaderToy」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、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。 - 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
- 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 * as dat from 'dat.gui'
const DOM = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, DOM.clientWidth / DOM.clientHeight, 0.1, 1000)
camera.position.set(0, 10, 10)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(DOM.clientWidth, DOM.clientHeight)
DOM.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
window.onresize = () => {
renderer.setSize(DOM.clientWidth, DOM.clientHeight)
camera.aspect = DOM.clientWidth / DOM.clientHeight
camera.updateProjectionMatrix()
}
scene.add(new THREE.AmbientLight(0xffffff, 8))
const mesh = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshBasicMaterial({ color: 0xffffff }));
scene.add(mesh);
// GUI 对象
const GUI = new dat.GUI()
const fileList = new Array(6).fill().map((_, i) => FILE_HOST + `files/glsl/${i}.frag`)
GUI.add({ url: fileList[0] }, 'url', fileList).onChange((url) => changeShader(url))
changeShader(fileList[5])
let shader = null
animate()
// 渲染
function animate() {
shader && (shader.uniforms.u_time.value += 0.02)
renderer.render(scene, camera)
requestAnimationFrame(animate)
}
async function changeShader(url) {
const str = await fetch(url).then(res => res.text())
shader = {
uniforms: THREE.UniformsUtils.merge([
THREE.ShaderLib['phong'].uniforms,
{
u_resolution: {
type: 'v2',
value: new THREE.Vector2(DOM.clientWidth, DOM.clientHeight)
},
u_time: {
type: 'f',
value: 0.0
},
u_mouse: {
type: 'v2',
value: new THREE.Vector2(0, 0)
}
}
]),
side: THREE.DoubleSide,
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: str,
}
shader.fragmentShader = shader.fragmentShader.replace(/gl_FragCoord/, 'vUv * u_resolution.xy')
shader.fragmentShader = shader.fragmentShader.replace(/uniform float u_time;/, `
uniform float u_time;
varying vec2 vUv;
`)
const material = new THREE.ShaderMaterial(shader);
mesh.material.dispose()
mesh.material = material
}
完整源码:GitHub
小结
- 本文提供 切换ShaderToy 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