Three.js墙体流光效果

基于ShaderMaterial,通过两张贴图实现流动效果,配置不同的贴图可以有不同效果
在这里插入图片描述

  • 通过使用不同的背景贴图(bgTexture)可以渲染不同墙体效果
  • 通过使用不同的流动贴图(flowTexture)可以实现不同的流动效果
  • 可与前文提到的不规则路径生产的墙体Mesh结合使用

生成方法

     /**
       * 创建流体墙体材质
       * option =>
       * params bgUrl flowUrl
       * **/
      const createFlowWallMat = ({ bgUrl, flowUrl }) => {
        // 顶点着色器
        const vertexShader = `
            varying vec2 vUv;
            varying vec3 fNormal;
            varying vec3 vPosition;
            void main(){
                    vUv = uv;
                    vPosition = position;
                    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
                    gl_Position = projectionMatrix * mvPosition;
            }
        `;
        // 片元着色器
        const fragmentShader = `
            uniform float time;
            varying vec2 vUv;
            uniform sampler2D flowTexture;
            uniform sampler2D bgTexture;
            void main( void ) {
                vec2 position = vUv;
                vec4 colora = texture2D( flowTexture, vec2( vUv.x, fract(vUv.y - time )));
                vec4 colorb = texture2D( bgTexture , position.xy);
                gl_FragColor = colorb + colorb * colora;
            }
        `;
        const bgTexture = new THREE.TextureLoader().load(
          bgUrl || "./img/opacityWall.png"
        );
        const flowTexture = new THREE.TextureLoader().load(
          flowUrl ||
            "https://model.3dmomoda.com/models/da5e99c0be934db7a42208d5d466fd33/0/gltf/F3E2E977BDB335778301D9A1FA4A4415.png"
          // "https://model.3dmomoda.com/models/47007127aaf1489fb54fa816a15551cd/0/gltf/116802027AC38C3EFC940622BC1632BA.jpg"
        );
        // 允许平铺
        flowTexture.wrapS = THREE.RepeatWrapping;
        return new THREE.ShaderMaterial({
          uniforms: {
            time: {
              value: 0,
            },
            flowTexture: {
              value: flowTexture,
            },
            bgTexture: {
              value: bgTexture,
            },
          },
          transparent: true,
          depthWrite: false,
          depthTest: false,
          side: THREE.DoubleSide,
          vertexShader: vertexShader,
          fragmentShader: fragmentShader,
        });
      };

使用

	const path = [
          [80, 0, -40],
          [10, 0, 0],
          [60, 0, 50],
          [0, 10, 0],
          [10, 10, 10],
          [-60, 0, 50],
          [-50, 0, -30],
          [80, 0, -40],
        ];
        const wallMat = createFlowWallMat({});
        const wallMesh = creatWallByPath({
          material: wallMat,
          path,
          height: 20,
        });

        animateList.push(() => {
          wallMat.uniforms.time.value += 0.01;
        });
        scene.add(wallMesh);
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