three.js实现辉光
时间: 2023-06-28 08:08:22 浏览: 206
three.js光源
在three.js中实现辉光效果可以使用ShaderMaterial和PostProcessing来实现。以下是一个简单的实现步骤:
1. 创建一个ShaderMaterial来渲染模型,该材质包含一个自定义的fragment shader,用于实现辉光效果。
```javascript
const glowMaterial = new THREE.ShaderMaterial({
uniforms: {
"c": { type: "f", value: 0.2 },
"p": { type: "f", value: 3.0 },
glowColor: { type: "c", value: new THREE.Color(0xffffff) },
viewVector: { type: "v3", value: camera.position }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});
```
2. 创建一个自定义的fragment shader,用于实现辉光效果。该shader通过计算法向量和视线向量之间的角度来确定辉光的大小和颜色。
```glsl
uniform vec3 glowColor;
uniform vec3 viewVector;
varying vec3 vNormal;
void main()
{
float intensity = pow(c - dot(vNormal, viewVector), p);
gl_FragColor = vec4(glowColor, intensity);
}
```
3. 将该材质应用于模型上。
```javascript
const mesh = new THREE.Mesh(geometry, glowMaterial);
scene.add(mesh);
```
4. 使用PostProcessing技术,在屏幕上渲染出辉光效果。这可以通过创建一个RenderPass和一个ShaderPass来实现。
```javascript
const renderPass = new THREE.RenderPass(scene, camera);
const glowComposer = new THREE.EffectComposer(renderer);
glowComposer.addPass(renderPass);
const glowPass = new THREE.ShaderPass({
uniforms: {
"tDiffuse": { value: null },
"glowColor": { value: new THREE.Color(0xffffff) }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('glowFragmentShader').textContent,
blending: THREE.AdditiveBlending,
transparent: true
});
glowComposer.addPass(glowPass);
const finalPass = new THREE.ShaderPass({
uniforms: {
"tDiffuse": { value: null },
"tGlow": { value: glowComposer.renderTarget2.texture }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('finalFragmentShader').textContent
});
composer.addPass(finalPass);
```
5. 创建自定义的fragment shaders,用于在屏幕上渲染出辉光效果。
```glsl
//glowFragmentShader
uniform vec3 glowColor;
varying vec2 vUv;
void main()
{
vec4 sum = vec4(0.0);
vec2 texelSize = vec2(1.0 / resolution.x, 1.0 / resolution.y);
for (int i = -2; i <= 2; i++)
{
for (int j = -2; j <= 2; j++)
{
vec2 offset = vec2(float(i), float(j)) * texelSize;
sum += texture2D(tDiffuse, vUv + offset);
}
}
gl_FragColor = sum / 25.0;
gl_FragColor += vec4(glowColor, 1.0);
}
//finalFragmentShader
uniform sampler2D tDiffuse;
uniform sampler2D tGlow;
varying vec2 vUv;
void main()
{
vec4 texel = texture2D(tDiffuse, vUv);
vec4 glow = texture2D(tGlow, vUv);
gl_FragColor = texel + glow;
}
```
通过以上步骤,就可以在three.js中实现辉光效果了。
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