全息投影 · Hologram · ▶ 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
- glTF/Draco 模型加载与优化
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 全息投影 效果:基于 WebGL 实现「全息投影」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls、glTF/Draco。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 - 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
/**
* 全息投影
*/
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
/**
* Base
*/
// Canvas
const canvas = document.querySelector("canvas.webgl");
// Scene
const scene = new THREE.Scene();
/**
* Loaders
*/
const gltfLoader = new GLTFLoader();
const vertexShader=`
#include <common>
precision mediump float;
uniform float uTime;
varying vec2 vUv;
varying vec3 vPosition;
varying vec3 vNormal;
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
void main(){
/**
* Position
*/
vec4 modelPosition=modelMatrix*vec4(position,1.);
// 实现
float gltichTime = modelPosition.y-uTime;
// 正弦波的叠加,非规律
float gltichStrength=sin(gltichTime)+sin(gltichTime*3.45)-sin(gltichTime*8.5);
gltichTime=gltichTime/3.0;
// 平滑step
gltichStrength=smoothstep(0.3,1.0 ,gltichStrength );
// 随着时间变化的随机数种子,生成随机偏移量。
modelPosition.x+=(random(modelPosition.xz+uTime)-0.5)*gltichStrength*0.25;
modelPosition.z+=(random(modelPosition.zx+uTime)-0.5)*gltichStrength*0.25;
// 计算法线变换矩阵:逆矩阵并转置
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
// 使用法线变换矩阵变换法线
vec3 transformedNormal = normalize(normalMatrix * normal);
// vec3 transformedNormal = normal;
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
vPosition=modelPosition.xyz;
vNormal=transformedNormal;
}
`
const fragmentShader=`
precision mediump float;
varying vec2 vUv;
uniform float uTime;
varying vec3 vPosition;
varying vec3 vNormal;
void main(){
float stripes=vPosition.y-uTime*0.02;
stripes=mod(stripes*20.0,1.0);
stripes=pow(stripes,3.0 );
// gl_FragColor=vec4(1.0,1.0,1.0,stripes);
vec3 normal =normalize(vNormal);
// 让背面的法向量也朝向观察者,保持与正面一致
if(!gl_FrontFacing)
normal*=-1.0;
vec3 viewDirection=normalize(vPosition-cameraPosition);
float fresnel=dot(viewDirection,normal);
fresnel=fresnel+1.0;
fresnel=pow(fresnel,2.0 );
//falloff
float falloff = smoothstep(0.8,0.0 ,fresnel );
float holographic=fresnel*stripes;
holographic+=fresnel*1.25;
holographic*=falloff;
// 注意开启材质透明
gl_FragColor=vec4(0.7,0.25,0.8,holographic);
// 引入three.js的内置shader代码。开启toneMapping和colorSpace
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`
// Textures
const material = new THREE.ShaderMaterial({
transparent:true,
side:THREE.DoubleSide,
vertexShader,
fragmentShader,
blending:THREE.AdditiveBlending,
uniforms: {
uTime: new THREE.Uniform(0),
},
});
/**
* Models
*/
let suzanne = null;
gltfLoader.load("https://coderfmc.github.io/three.js-demo/suzanne.glb", (gltf) => {
// Model
gltf.scene.traverse((item) => {
if (item.isMesh) {
item.material = material;
suzanne = item;
scene.add(item);
}
});
});
/**
* Objects
*/
// Torus knot
const torusKnot = new THREE.Mesh(
new THREE.TorusKnotGeometry(0.6, 0.25, 128, 32),
material
);
torusKnot.position.x = 3;
scene.add(torusKnot);
// Sphere
const sphere = new THREE.Mesh(new THREE.SphereGeometry(), material);
sphere.position.x = -3;
scene.add(sphere);
/**
* 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(4, 1, -4);
scene.add(camera);
// scene.add(new THREE.AxesHelper(1, 1, 1));
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
antialias: true,
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
document.getElementById("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();
torusKnot.rotation.y = elapsedTime * 0.5;
sphere.rotation.y = elapsedTime * 0.5;
if (suzanne) {
suzanne.rotation.y = elapsedTime * 0.5;
}
material.uniforms.uTime.value = elapsedTime;
// 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 全息投影 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