溶解 · Dissolve · ▶ 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 溶解 效果:基于 WebGL 实现「溶解」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'
/* GUI */
const gui = new dat.GUI()
// Container
const box = document.getElementById("box")
// Scene
const scene = new THREE.Scene()
/**
* Loader
*/
const textureLoader = new THREE.TextureLoader()
/* Tex */
const dissolveTex = textureLoader.load(FILE_HOST + 'images/dissolve/dissolveTex.png')
dissolveTex.colorSpace = THREE.SRGBColorSpace
const dissolveRampTex = textureLoader.load(FILE_HOST + 'images/dissolve/dissolveRamp.png')
dissolveRampTex.colorSpace = THREE.SRGBColorSpace
const diffuseTex = textureLoader.load(FILE_HOST + 'images/dissolve/diffuse.png')
diffuseTex.colorSpace = THREE.SRGBColorSpace
/**
* Test mesh
*/
// Geometry
const geometry = new THREE.PlaneGeometry(4, 3, 32, 32)
// Material
const shaderMaterial = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
vertexShader:/* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelPosition = modelMatrix * vec4(position, 1.);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
`,
fragmentShader:/* glsl */`
uniform sampler2D uDissloveTex;
uniform sampler2D uRamTex;
uniform sampler2D uDiffuseTex;
uniform float uClip;
varying vec2 vUv;
float customSmoothstep(float min, float max, float x) {
return (x - min) / (max - min);
}
vec4 map(in vec4 value, in vec4 inMin, in vec4 inMax, in vec4 outMin, in vec4 outMax) {
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
void main() {
vec4 DissloveTex = texture2D(uDissloveTex, vUv);
DissloveTex = map(DissloveTex, vec4(0.), vec4(1.), vec4(0.1), vec4(1.));
if((DissloveTex.r - uClip) < 0.) {
discard;
}
float dissloveValue = clamp(customSmoothstep(uClip, uClip+.1, DissloveTex.r), 0., 1.);
vec4 RamTex = texture2D(uRamTex, vec2(dissloveValue));
vec4 diffuse = texture2D(uDiffuseTex, vUv);
vec3 color = vec3(clamp( diffuse.rgb + RamTex.rgb, 0., 1.));
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
uniforms: {
uDissloveTex: new THREE.Uniform(dissolveTex),
uRamTex: new THREE.Uniform(dissolveRampTex),
uDiffuseTex: new THREE.Uniform(diffuseTex),
uClip: new THREE.Uniform(0)
}
})
gui.add(shaderMaterial.uniforms.uClip, 'value').min(0).max(1).step(0.01).name('Clip')
// Mesh
const mesh = new THREE.Mesh(geometry, shaderMaterial)
scene.add(mesh)
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight
}
window.addEventListener('resize', () => {
// Update sizes
sizes.width = window.innerWidth
sizes.height = window.innerHeight
// Update camera
camera.aspect = sizes.width / sizes.height
camera.updateProjectionMatrix()
// Update renderer
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
})
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
camera.position.set(0.25, - 0.25, 3.5)
scene.add(camera)
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer()
renderer.antialias = true
renderer.setSize(sizes.width, sizes.height)
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.outputColorSpace = THREE.SRGBColorSpace
box.appendChild(renderer.domElement)
// Controls
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
/**
* Animate
*/
const clock = new THREE.Clock()
const tick = () => {
const elapsedTime = clock.getElapsedTime()
// Update controls
controls.update()
// Render
renderer.render(scene, camera)
// Call tick again on the next frame
window.requestAnimationFrame(tick)
}
tick()
完整源码:GitHub
小结
- 本文提供 溶解 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