环形着色器 · Ring 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 环形着色器 效果:基于 WebGL 实现「环形着色器」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(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 0, 15)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
scene.add(new THREE.AxesHelper(50000))
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const { mesh, uniforms } = getShaderMesh()
scene.add(mesh)
animate()
function animate() {
uniforms.iTime.value += 0.01
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
function getShaderMesh() {
const uniforms = {
iTime: {
value: 0
},
iResolution: {
value: new THREE.Vector2(1900, 1900)
},
iChannel0: {
value: window.iChannel0
}
}
const geometry = new THREE.PlaneGeometry(20, 20);
const material = new THREE.ShaderMaterial({
uniforms,
side: 2,
depthWrite: false,
transparent: true,
vertexShader: `
varying vec3 vPosition;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform float ratio;
float M_PI = 3.1415926;
float M_TWO_PI = 6.28318530718;
vec3 iMouse = vec3(0.0, 0.0 ,0.0 );
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898,12.1414))) * 83758.5453);
}
float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n);
vec2 f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
vec3 ramp(float t) {
return t <= .5 ? vec3( 1. - t * 1.4, .2, 1.05 ) / t : vec3( .3 * (1. - t) * 2., .2, 1.05 ) / t;
}
vec2 polarMap(vec2 uv, float shift, float inner) {
uv = vec2(0.5) - uv;
float px = 1.0 - fract(atan(uv.y, uv.x) / 6.28 + 0.25) + shift;
float py = (sqrt(uv.x * uv.x + uv.y * uv.y) * (1.0 + inner * 2.0) - inner) * 2.0;
return vec2(px, py);
}
float fire(vec2 n) {
return noise(n) + noise(n * 2.1) * .6 + noise(n * 5.4) * .42;
}
float shade(vec2 uv, float t) {
uv.x += uv.y < .5 ? 23.0 + t * .035 : -11.0 + t * .03;
uv.y = abs(uv.y - .5);
uv.x *= 35.0;
float q = fire(uv - t * .013) / 2.0;
vec2 r = vec2(fire(uv + q / 2.0 + t - uv.x - uv.y), fire(uv + q - t));
return pow((r.y + r.y) * max(.0, uv.y) + .1, 4.0);
}
vec3 color(float grad) {
float m2 = iMouse.z < 0.0001 ? 1.15 : iMouse.y * 3.0 / iResolution.y;
grad =sqrt( grad);
vec3 color = vec3(1.0 / (pow(vec3(0.5, 0.0, .1) + 2.61, vec3(2.0))));
vec3 color2 = color;
color = ramp(grad);
color /= (m2 + max(vec3(0), color));
return color;
}
float distanceTo(vec2 src, vec2 dst) {
float dx = src.x - dst.x;
float dy = src.y - dst.y;
float dv = dx * dx + dy * dy;
return sqrt(dv);
}
void main() {
float m1 = iMouse.z < 0.0001 ? 3.6 : iMouse.x * 5.0 / iResolution.x;
float t = iTime;
vec2 uv = vUv;
float ff = 1.0 - uv.y;
uv.x -= (iResolution.x / iResolution.y - 1.0) / 2.0;
vec2 uv2 = uv;
uv2.y = 1.0 - uv2.y;
uv = polarMap(uv, 1.3, m1);
uv2 = polarMap(uv2, 1.9, m1);
vec3 c1 = color(shade(uv, t)) * ff;
vec3 c2 = color(shade(uv2, t)) * (1.0 - ff);
gl_FragColor = vec4(c1 + c2, 1.0);;
}
`
})
const mesh = new THREE.Mesh(geometry, material);
return {
mesh,
uniforms
}
}
完整源码:GitHub
小结
- 本文提供 环形着色器 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