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-examples400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 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.jsconst 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. - t1.4, .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.xuv.x uv.yuv.y)(1.0 inner2.0) - inner) * 2.0; return vec2(px, py); } float fire(vec2 n) { return noise(n) noise(n2.1).6 noise(n5.4).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 dxdx dydy; 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