threejs blur
时间: 2024-07-31 20:00:54 浏览: 198
Three.js 中的 "blur" 主要指图像模糊效果,通常用于创建视觉上平滑的效果,比如对场景中的物体进行抗锯齿处理,或者创建基于屏幕空间的模糊效果。Three.js 提供了多种方法来实现这个效果:
1. **Postprocessing Pipeline**(后期处理管线):Three.js 的 PostProcessing库允许你在渲染后的帧上应用各种滤镜,包括模糊。你可以创建一个 `EffectComposer` 实例,并添加一个 `ShaderPass` 来实现模糊,如 GaussianBlur 或 MotionBlur。
2. **RenderPass and BlurShader**:通过手动创建 `RenderPass` 和使用 `three-shader-utils` 库中的模糊着色器(如 `THREE.ShaderLib.gaussianBlur`),可以在每一帧的渲染前对原始像素进行模糊。
3. **WebGL Render Targets**:可以将源图像渲染到纹理(render target),然后在其上应用模糊操作,最后再将结果放回原位置。
相关问题
threejs抗锯齿滤镜代码
以下是使用Three.js实现抗锯齿滤镜的代码:
首先,需要加载`EffectComposer`、`RenderPass`和`ShaderPass`依赖项:
```javascript
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
```
然后,需要创建一个`EffectComposer`对象:
```javascript
const composer = new EffectComposer(renderer);
```
接着,创建一个`RenderPass`对象:
```javascript
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
```
然后,创建一个自定义的着色器程序:
```javascript
const shader = {
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
const float blurSize = 1.0 / 512.0;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 pixel = vec2(1.0, 1.0) / resolution.xy;
float randX = rand(vUv + vec2(0.0, gl_FragCoord.y));
float randY = rand(vUv + vec2(gl_FragCoord.x, 0.0));
vec3 color = texture2D(tDiffuse, vUv).rgb;
color += texture2D(tDiffuse, vUv + vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv + vec2(blurSize * randY, 0.0)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(blurSize * randY, 0.0)).rgb * 0.25;
gl_FragColor = vec4(color, 1.0);
}
`
};
```
最后,创建一个`ShaderPass`对象,并将其添加到`EffectComposer`中:
```javascript
const customPass = new ShaderPass(shader);
customPass.renderToScreen = true;
composer.addPass(customPass);
```
完整的代码如下:
```javascript
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const shader = {
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
const float blurSize = 1.0 / 512.0;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 pixel = vec2(1.0, 1.0) / resolution.xy;
float randX = rand(vUv + vec2(0.0, gl_FragCoord.y));
float randY = rand(vUv + vec2(gl_FragCoord.x, 0.0));
vec3 color = texture2D(tDiffuse, vUv).rgb;
color += texture2D(tDiffuse, vUv + vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv + vec2(blurSize * randY, 0.0)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(blurSize * randY, 0.0)).rgb * 0.25;
gl_FragColor = vec4(color, 1.0);
}
`
};
const customPass = new ShaderPass(shader);
customPass.renderToScreen = true;
composer.addPass(customPass);
```
如何在前端实现毛玻璃(blur effect)效果?
在前端实现毛玻璃(blur effect)通常通过CSS和JavaScript结合来完成。以下是简单的步骤:
1. **CSS**:
使用CSS filter属性中的`blur()`函数可以轻松模糊元素。例如:
```css
.blur-effect {
filter: blur(5px); /* 可调整数值来控制模糊程度 */
-webkit-filter: blur(5px); /* 对于一些老版本的浏览器提供兼容支持 */
}
```
将`.blur-effect`应用到需要模糊的元素上。
2. **纯CSS** (仅适用于静态模糊):
如果需要一种完全静态的效果,可以使用CSS `backdrop-filter`属性:
```css
.blur-backdrop {
backdrop-filter: blur(5px);
}
```
3. **JavaScript/jQuery** (动态模糊):
如果需要动态改变模糊效果或者响应用户的交互,可以配合JavaScript或jQuery来操作DOM。例如:
```javascript
function toggleBlur(element) {
element.classList.toggle('blur-effect');
}
document.getElementById('myElement').addEventListener('click', toggleBlur);
```
这样点击事件触发时,会切换元素的模糊状态。
4. **WebGL** (高级模糊效果):
如果你需要更复杂、高质量的模糊,可以使用WebGL库如Three.js中的Shader系统来创建GPU级别的模糊效果。
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