着色器光效 · Shader Light · ▶ 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
- Canvas 动态纹理贴图
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 着色器光效 效果:用 Canvas 2D 绘制内容并实时映射为 Three.js 纹理;核心用到 ShaderMaterial、OrbitControls、Canvas。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()。 - CanvasTexture 每帧或按需把 2D Canvas 内容上传 GPU,适合动态文字、图表、视频帧贴图。
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/addons/controls/OrbitControls.js'
let scene, camera, renderer, controls
let fakeLights = []
const clock = new THREE.Clock()
init()
animate()
function init() {
scene = new THREE.Scene()
scene.background = new THREE.Color('#0a0a1a')
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
0.1,
1000
)
camera.position.set(0, 15, 30)
renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true })
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setPixelRatio(window.devicePixelRatio)
document.body.appendChild(renderer.domElement)
controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
createFakeLights()
}
function createGlowTexture(color) {
const canvas = document.createElement('canvas')
canvas.width = 256
canvas.height = 256
const ctx = canvas.getContext('2d')
const gradient = ctx.createRadialGradient(128, 128, 0, 128, 128, 128)
gradient.addColorStop(0, color)
gradient.addColorStop(0.3, color.replace('1)', '0.6)'))
gradient.addColorStop(0.6, color.replace('1)', '0.2)'))
gradient.addColorStop(1, color.replace('1)', '0)'))
ctx.fillStyle = gradient
ctx.fillRect(0, 0, 256, 256)
const texture = new THREE.CanvasTexture(canvas)
texture.needsUpdate = true
return texture
}
function createFakeLight(position, color, size) {
const group = new THREE.Group()
const glowTexture = createGlowTexture(color)
const coreMaterial = new THREE.ShaderMaterial({
uniforms: {
uTexture: { value: glowTexture },
uOpacity: { value: 1.0 },
uTime: { value: 0 }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D uTexture;
uniform float uOpacity;
uniform float uTime;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D(uTexture, vUv);
float pulse = 0.8 + 0.2 * sin(uTime * 2.0);
gl_FragColor = vec4(texColor.rgb, texColor.a * uOpacity * pulse);
}
`,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
side: THREE.DoubleSide
})
const coreGeometry = new THREE.PlaneGeometry(size, size)
const core = new THREE.Mesh(coreGeometry, coreMaterial)
core.position.copy(position)
core.lookAt(camera.position)
group.add(core)
for (let i = 1; i <= 3; i++) {
const layerMaterial = coreMaterial.clone()
layerMaterial.uniforms.uOpacity.value = 0.3 / i
const layerGeometry = new THREE.PlaneGeometry(size * (1 + i * 0.5), size * (1 + i * 0.5))
const layer = new THREE.Mesh(layerGeometry, layerMaterial)
layer.position.copy(position)
layer.position.y -= i * 0.1
layer.lookAt(camera.position)
group.add(layer)
}
return { group, core, material: coreMaterial }
}
function createFakeLights() {
const lightConfigs = [
{ pos: new THREE.Vector3(-10, 5, -10), color: 'rgba(255, 100, 100, 1)', size: 8 },
{ pos: new THREE.Vector3(10, 5, -10), color: 'rgba(100, 255, 100, 1)', size: 8 },
{ pos: new THREE.Vector3(0, 8, 10), color: 'rgba(100, 100, 255, 1)', size: 10 },
{ pos: new THREE.Vector3(-15, 3, 5), color: 'rgba(255, 200, 100, 1)', size: 6 },
{ pos: new THREE.Vector3(15, 3, 5), color: 'rgba(255, 100, 200, 1)', size: 6 }
]
lightConfigs.forEach(config => {
const fakeLight = createFakeLight(config.pos, config.color, config.size)
scene.add(fakeLight.group)
fakeLights.push(fakeLight)
})
}
function animate() {
requestAnimationFrame(animate)
const elapsed = clock.getElapsedTime()
fakeLights.forEach(fakeLight => {
fakeLight.material.uniforms.uTime.value = elapsed
fakeLight.core.lookAt(camera.position)
})
controls.update()
renderer.render(scene, camera)
}
完整源码:GitHub
小结
- 本文提供 着色器光效 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