城市混合Shader · CityMixShader · ▶ 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
- onBeforeCompile 注入 GLSL 改造内置材质
- OrbitControls 相机轨道交互
- FBXLoader 加载 FBX 城市/角色模型
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 城市混合Shader 效果:基于 WebGL 实现「城市混合Shader」可视化效果,附完整可运行源码;核心用到 onBeforeCompile、OrbitControls、FBXLoader。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。 - onBeforeCompile 在 Three 拼好内置 shader 后替换
#include <xxx>片段,适合在 PBR 材质上叠加大屏特效。 - 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 - 异步加载模型 / 3D Tiles / GeoJSON 等资源并加入 scene 或 entities
- 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 { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js'
import { GUI } from 'dat.gui'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 100000)
camera.position.set(150, 150, -700)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
renderer.setClearColor(0x000000, 0)
renderer.setPixelRatio(window.devicePixelRatio * 2)
new OrbitControls(camera, renderer.domElement)
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
box.appendChild(renderer.domElement)
const dirLight = new THREE.DirectionalLight(0xffffff, 3.8)
dirLight.position.set(83, 61, -183)
dirLight.target.position.set(10, -11, -194)
scene.add(dirLight, new THREE.AmbientLight(0xffffff, 2))
let model = null
// 加载模型
new FBXLoader().load(HOST + '/files/model/city.FBX', (object3d) => {
scene.add(object3d)
object3d.scale.set(0.04, 0.04, 0.04)
object3d.position.set(224, -9, -49)
model = object3d
modelBlendShader(object3d, box)
})
// 渲染
animate()
function animate() {
const time = performance.now() * 0.001; // 添加时间参数
model && model.render?.(time)
renderer.render(scene, camera)
requestAnimationFrame(animate)
}
/* 新光线行进着色器实现 */
function modelBlendShader(model) {
let materials = []
model.traverse(c => c.isMesh && materials.push(c.material))
materials = [... new Set(materials)]
// 创建控制参数对象
const params = {
intensity: 1.2,
colorScale: 1.5,
animationSpeed: 0.8,
baseColor: '#6edbe8',
useTexture: true,
textureMix: 0.7
}
const uniforms = {
iTime: { value: 0, type: 'number', unit: 'float' },
intensity: { value: params.intensity, type: 'number', unit: 'float' },
colorScale: { value: params.colorScale, type: 'number', unit: 'float' },
baseColor: { value: new THREE.Color(params.baseColor), type: 'color', unit: 'vec3' },
animSpeed: { value: params.animationSpeed, type: 'number', unit: 'float' },
useTexture: { value: params.useTexture, type: 'bool', unit: 'bool' },
textureMix: { value: params.textureMix, type: 'float', unit: 'float' }
}
const glslProps = {
vertexHeader: `
varying vec2 vUv;
varying vec3 v_position;
void main() {
vUv = uv;
v_position = position;
`,
fragHeader: Object.keys(uniforms).map(i => 'uniform ' + uniforms[i].unit + ' ' + i + ';').join('\n') + '\n' + 'varying vec3 v_position; varying vec2 vUv;\n',
fragBody: `
vec4 O = vec4(0.0);
vec2 I = (vUv - 0.5) * 2.0; // 将UV居中并扩展到[-1,1]范围
//Raymarch iterator, step distance, depth
float i = 0.0, d, z = 0.0;
//Clear fragcolor and raymarch 100 steps
for(O *= i; i++ < 1e2;
//Pick colors and attenuate
O += (cos(z + vec4(0,2,3,0)) + 1.5) / d / z * colorScale)
{
//Raymarch sample point
vec3 p = z * normalize(vec3(I.x*2.0, I.y*2.0, -1.0)) + .8;
//Reflection distance
d = max(-p.y, 0.);
//Reflect y-axis
p.y += d+d - 1.;
//Step forward slowly with a bias for soft reflections
z += d = .3 * (.01 + .1*d +
//Lazer distance field
length(min( p = cos(p + iTime * animSpeed) + cos(p / .6).yzx, p.zxy)) / ++d / d);
}
//Tanh tonemapping
O = tanh(O / 7e2) * intensity;
// 混合基础颜色
O.rgb = mix(O.rgb, O.rgb * vec3(baseColor), 0.5);
vec4 diffuseColor = O;
#ifdef USE_MAP
if(useTexture) {
vec3 textureColor = texture2D(map, vUv).rgb;
// 提高纹理细节可见度
float luminance = dot(textureColor, vec3(0.299, 0.587, 0.114));
diffuseColor = mix(diffuseColor, diffuseColor * vec4(textureColor * (1.0 + luminance), opacity), textureMix);
}
#endif
`
}
materials.forEach(material => {
material.onBeforeCompile = (shader) => {
Object.keys(uniforms).forEach((key) => shader.uniforms[key] = uniforms[key])
shader.vertexShader = shader.vertexShader.replace(`void main() {`, glslProps.vertexHeader)
shader.fragmentShader = shader.fragmentShader.replace(/#include <common>/, glslProps.fragHeader + '\n#include <common>\n')
shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );', glslProps.fragBody)
}
material.needsUpdate = true
})
// 设置GUI控制
setupGUI(params, uniforms);
// 更新着色器参数
model.render = (time) => {
uniforms.iTime.value = time || 0;
}
}
// 设置GUI控制面板
let gui = null;
function setupGUI(params, uniforms) {
// 如果已有GUI则销毁
if (gui) gui.destroy();
// 创建新的GUI
gui = new GUI();
gui.width = 300;
// 添加效果控制
const effectsFolder = gui.addFolder('着色器效果');
effectsFolder.add(params, 'intensity', 0.1, 3.0).onChange(value => {
uniforms.intensity.value = value;
});
effectsFolder.add(params, 'colorScale', 0.5, 3.0).onChange(value => {
uniforms.colorScale.value = value;
});
effectsFolder.add(params, 'animationSpeed', 0.1, 2.0).onChange(value => {
uniforms.animSpeed.value = value;
});
effectsFolder.addColor(params, 'baseColor').onChange(value => {
uniforms.baseColor.value.set(value);
});
// 纹理混合控制
const textureFolder = gui.addFolder('纹理控制');
textureFolder.add(params, 'useTexture').onChange(value => {
uniforms.useTexture.value = value;
});
textureFolder.add(params, 'textureMix', 0, 1).onChange(value => {
uniforms.textureMix.value = value;
});
// 打开文件夹
effectsFolder.open();
textureFolder.open();
}
完整源码:GitHub
小结
- 本文提供 城市混合Shader 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