发散着色器 · Emit Shader · ▶ 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 发散着色器 效果:基于 WebGL 实现「发散着色器」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'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 10, 10)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const boxGeometry = new THREE.BoxGeometry(6, 6, 6);
const vertexShader = `
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
uniform vec2 u_resolution;
uniform float iTime;
vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d )
{
return a + b*cos( 6.283185*(c*t+d) );
}
void main() {
vec3 finalcol = vec3(0.0);
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
vec2 uv0 = uv;
for (float i = 0.0; i < 3.0; i++) {
uv = fract(uv*5.5)-0.5;
vec3 col = palette(length(uv0)+iTime,vec3(0.768, 0.648, 1.0), vec3(-0.252, -0.082, 0.0), vec3(0.5, 0.5, 0.0), vec3(0.5, 0.0, 0.0));
float d = length(uv) * exp(-length(uv0));
d = sin(d*8. + iTime)/8.;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalcol += col * d;
}
gl_FragColor = vec4(finalcol, 1.0);
}
`
const boxMaterial = new THREE.ShaderMaterial({
uniforms: {
u_resolution: { value: new THREE.Vector2(box.clientWidth, box.clientHeight) },
iTime: { value: 0 }
},
vertexShader,
fragmentShader
});
const boxMesh = new THREE.Mesh(boxGeometry, boxMaterial);
scene.add(boxMesh);
animate()
function animate() {
boxMaterial.uniforms.iTime.value += 0.01
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 发散着色器 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