城市光效 · City Effect · ▶ 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
- Material.onBeforeCompile 在不写完整 ShaderMaterial 的情况下改内置 shader
- 替换
#include <begin_vertex>/#include <dithering_fragment>注入 GLSL - 四套大屏特效:生长、上升流光、圆扩散、扫光
- FBX 分层处理:建筑 / 地面 / 道路 + EdgesGeometry 线框
效果说明
加载上海 FBX 城市模型,建筑从低到高「长出来」,表面有蓝色上升带、紫色同心扩散波、青色 X 向扫光;建筑边线同步生长,地面与道路单独设色。
核心概念
onBeforeCompile 工作方式
Three.js 内置 MeshStandardMaterial 等会先拼好 vertex/fragment shader,再调用:
material.onBeforeCompile = (shader) => {
shader.uniforms.uProgress = { value: 0 };
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`#include <begin_vertex>
transformed.z = position.z * min(uProgress, 1.0);`
);
};
#include <xxx> 是 shaderChunk 片段,可在 Three 源码 renderers/shaders/ShaderChunk/ 查原文。
四套特效分工
| 函数 | 注入位置 | 视觉 |
|---|---|---|
applyGrowShader |
vertex begin_vertex |
uProgress 压扁 Z,建筑生长 |
applyRiseShader |
fragment dithering_fragment |
沿高度 smoothstep 上升亮带 |
applySpreadShader |
fragment | 距原点距离环形波 mod(uSpreadTime) |
applySweepShader |
fragment | 沿 X 的扫光条 |
uniform 在 rAF 里通过 renderList 回调统一更新:
const renderList = [];
renderList.push((time) => { shader.uniforms.uRiseTime.value = time * 30.0; });
function animate() {
renderList.forEach(fn => fn(clock.getElapsedTime()));
// ...
}
FBX 分层 modelHandlerMap
const modelHandlerMap = {
CITY_UNTRIANGULATED: (model, group) => { /* 建筑 + 线框 + 四套 shader */ },
LANDMASS: (model) => { /* 深色地面 */ },
ROADS: (model) => { /* 道路色 */ },
};
线框:EdgesGeometry + LineSegments,需 rotateX(-Math.PI/2) 对齐 FBX 坐标系。
实现步骤
- Scene / Camera / Renderer / OrbitControls,CubeTexture 天空盒
- FBXLoader 加载城市,按
child.name走 handler - 建筑材质
onBeforeCompile链式调用四个 apply 函数 - 线框材质同样
applyGrowShader同步生长 - Clock + renderList 驱动所有 uniform 动画
代码要点
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000)
camera.position.set(0, 400, 1000)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setPixelRatio(window.devicePixelRatio * 1.3)
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
// 文件地址
const urls = [0, 1, 2, 3, 4, 5].map(k => (FILE_HOST + 'files/sky/skyBox0/' + (k + 1) + '.png'));
const textureCube = new THREE.CubeTextureLoader().load(urls);
scene.background = textureCube;
const renderList = []
const light = new THREE.AmbientLight(0xadadad)
scene.add(light)
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5)
directionalLight.position.set(600, 600, 0)
scene.add(directionalLight)
/**
* 对于shader内容的修改,需要根据具体内容进行处理
* shader中会存在#include <begin_vertex>等语句,这些事three定义的glsl,具体脚本内容查看three源码中renderer/shaders/shaderChunk下对应脚本文件
* 而修改shader就是在对应的脚本语句后修改脚本或增加语句
*/
const applyGrowShader = (shader) => {
shader.uniforms.uProgress = { value: 0 }
shader.vertexShader = `
uniform float uProgress;
${shader.vertexShader}
`
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
transformed.z = position.z * min(uProgress, 1.0);
`
)
renderList.push((progress) => {
shader.uniforms.uProgress.value = progress
})
}
// 建筑表面流动上升效果
const applyRiseShader = (shader) => {
shader.uniforms.uRiseTime = { value: 0 }
shader.uniforms.uRiseColor = { value: new THREE.Color('#87CEEB') }
shader.vertexShader = shader.vertexShader.replace(
'#include <common>',
`
#include <common>
varying vec3 vTransformedNormal;
varying float vHeight;
`
)
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
vTransformedNormal = normalize(normal);
vHeight = transformed.z;
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <common>',
`
#include <common>
uniform vec3 uRiseColor;
uniform float uRiseTime;
varying float vHeight;
varying vec3 vTransformedNormal;
vec3 riseLine() {
float smoothness = 1.8;
float speed = uRiseTime;
bool isTopBottom = (vTransformedNormal.z > 0.0 || vTransformedNormal.z < 0.0) && vTransformedNormal.x == 0.0 && vTransformedNormal.y == 0.0;
float ratio = isTopBottom ? 0.0 : smoothstep(speed, speed + smoothness, vHeight) - smoothstep(speed + smoothness, speed + smoothness * 2.0, vHeight);
return uRiseColor * ratio;
}
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <dithering_fragment>',
`
#include <dithering_fragment>
gl_FragColor = gl_FragColor + vec4(riseLine(), 1.0);
`
)
renderList.push((time) => {
shader.uniforms.uRiseTime.value = time * 30.0
})
}
// 扩散波效果
const applySpreadShader = (shader) => {
shader.uniforms.uSpreadTime = { value: 0 }
shader.uniforms.uSpreadColor = { value: new THREE.Color('#9932CC') }
shader.vertexShader = shader.vertexShader.replace(
'#include <common>',
`
#include <common>
varying vec2 vTransformedPosition;
`
)
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
vTransformedPosition = vec2(position.x, position.y);
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <common>',
`
#include <common>
uniform vec3 uSpreadColor;
uniform float uSpreadTime;
varying vec2 vTransformedPosition;
vec3 spread() {
vec2 center = vec2(0.0);
float smoothness = 60.0;
float start = mod(uSpreadTime, 1800.0);
float distance = length(vTransformedPosition - center);
float ratio = smoothstep(start, start + smoothness, distance) - smoothstep(start + smoothness, start + smoothness * 2.0, distance);
return uSpreadColor * ratio;
}
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <dithering_fragment>',
`
#include <dithering_fragment>
gl_FragColor = gl_FragColor + vec4(spread(), 1.0);
`
)
renderList.push((time) => {
shader.uniforms.uSpreadTime.value = time * 200.0
})
}
// 扫光
const applySweepShader = (shader) => {
shader.uniforms.uSweepTime = { value: 0 }
shader.uniforms.uSweepColor = { value: new THREE.Color('#00FFFF') }
shader.vertexShader = shader.vertexShader.replace(
'#include <common>',
`
#include <common>
varying vec2 vSweepPosition;
`
)
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
#include <begin_vertex>
vSweepPosition = vec2(position.x, position.y);
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <common>',
`
#include <common>
uniform vec3 uSweepColor;
uniform float uSweepTime;
varying vec2 vSweepPosition;
vec3 sweep() {
vec2 center = vec2(0.0);
float smoothness = 60.0;
float start = mod(uSweepTime, 1800.0) - 800.0;
float ratio = smoothstep(start, start + smoothness, vSweepPosition.x) - smoothstep(start + smoothness, start + smoothness * 2.0, vSweepPosition.x);
return uSweepColor * ratio;
}
`
)
shader.fragmentShader = shader.fragmentShader.replace(
'#include <dithering_fragment>',
`
#include <dithering_fragment>
gl_FragColor = gl_FragColor + vec4(sweep(), 1.0);
`
)
renderList.push((time) => {
shader.uniforms.uSweepTime.value = time * 160.0
})
}
const modelHandlerMap = {
CITY_UNTRIANGULATED: (model, group) => {
// 城市建筑
const { geometry, position, material } = model
// 模型线框化
const lienMaterial = new THREE.LineBasicMaterial({ color: '#2685fe' })
const lineBox = new THREE.LineSegments(new THREE.EdgesGeometry(geometry, 1), lienMaterial)
lineBox.position.copy(position)
// 模型坐标系与WebGL坐标系不同需要处理
lineBox.rotateX(-Math.PI / 2)
group.add(lineBox)
// 在原先材质效果的基础上修改shader
material.onBeforeCompile = (shader) => {
material.color = new THREE.Color('#0e233d')
material.transparent = true
material.opacity = 0.9
// 实现生长效果
applyGrowShader(shader)
applyRiseShader(shader)
applySpreadShader(shader)
applySweepShader(shader)
}
lienMaterial.onBeforeCompile = (shader) => {
applyGrowShader(shader)
}
},
LANDMASS: (model) => {
// 地面
const material = model.material
material.color = new THREE.Color('#040912')
material.transparent = true
material.opacity = 0.8
},
ROADS: (model) => {
// 道路
const material = model.material
material.color = new THREE.Color('#292e4c')
}
}
new FBXLoader().load(FILE_HOST + 'models/fbx/shanghai.FBX', cityScene => {
const group = new THREE.Group()
cityScene.children.forEach((item) => {
const clonedData = item.clone()
modelHandlerMap[clonedData.name]?.(clonedData, group)
group.add(clonedData)
})
scene.add(group)
})
const clock = new THREE.Clock()
animate()
function animate() {
renderList.forEach(fn => fn(clock.getElapsedTime()))
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
完整源码:GitHub
小结
- 本文提供 城市光效 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