透明渐变 ·Trans Grad· ▶ 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
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示透明渐变效果:基于 WebGL 实现「透明渐变」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 render(Cesium 为viewer.render或自动渲染) 代码要点
import * as THREE from 'three'import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 0, 50)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const uniforms = { color: { value: new THREE.Color(0xffffff * Math.random()) }, uvScale: { value: 0.1 }, intensity: { value: 3 } }
const material = new THREE.ShaderMaterial({ vertexShader:
varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrixmodelViewMatrixvec4(position, 1.0); }, fragmentShader:varying vec2 vUv; uniform vec3 color; uniform float uvScale; uniform float intensity; void main() { vec2 uv = vUv * uvScale; float distance = length(uv); float alpha = smoothstep(0.0, 1., distance); gl_FragColor = vec4(color * intensity, alpha); }, transparent: true, side: THREE.DoubleSide, uniforms: uniforms});
const gui = new GUI() gui.addColor(material.uniforms.color, 'value').name('color') gui.add(material.uniforms.intensity, 'value').min(0).max(10).name('intensity') gui.add(material.uniforms.uvScale, 'value').min(0).max(1).name('uvScale')
// 通过点绘制成一个五角星 function createStarShape(radiusOuter, radiusInner, points) { const shape = new THREE.Shape(); const angleStep = (Math.PI * 2) / points;
for (let i = 0; i < points; i++) { const angleOuter = i * angleStep; // 外点的角度 const angleInner = angleOuter + angleStep / 2; // 内点的角度
const xOuter = Math.cos(angleOuter) * radiusOuter; const yOuter = Math.sin(angleOuter) * radiusOuter; const xInner = Math.cos(angleInner) * radiusInner; const yInner = Math.sin(angleInner) * radiusInner;
if (i === 0) { shape.moveTo(xOuter, yOuter); // 第一个点 } else { shape.lineTo(xOuter, yOuter); // 连接到外点 } shape.lineTo(xInner, yInner); // 连接到内点 }
shape.closePath(); // 闭合形状
return shape; }
const starShape = createStarShape(5, 2, 5);
const starGeometry = new THREE.ShapeGeometry(starShape);
const star = new THREE.Mesh(starGeometry, material);
star.position.y += 10;
scene.add(star)
// 随机绘制成 4,5,6,7,8 边形 function createPolygonShape(radius, points) {
const shape = new THREE.Shape();
const angleStep = (Math.PI * 2) / points;
for (let i = 0; i < points; i++) {
const angle = i * angleStep;
const x = Math.cos(angle) * radius;
const y = Math.sin(angle) * radius;
if (i === 0) {
shape.moveTo(x, y);
} else {
shape.lineTo(x, y);
}
}
shape.closePath();
return shape;
}
const polygonGeometries = [4, 5, 6, 7, 8].map(points => {
const shape = createPolygonShape(5, points);
return new THREE.ShapeGeometry(shape);
});
const polygons = polygonGeometries.map(geometry => {
const m = new THREE.ShaderMaterial({ vertexShader: material.vertexShader, fragmentShader: material.fragmentShader, transparent: true, side: THREE.DoubleSide, uniforms: { ...uniforms, color: { value: new THREE.Color(0xffffff * Math.random()) } } })
return new THREE.Mesh(geometry, m)
})
polygons.forEach((polygon, index) => {
polygon.position.x = (index - 2) * 10;
scene.add(polygon);
});
animate()
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
scene.background = new THREE.CubeTextureLoader().load([0, 1, 2, 3, 4, 5].map(k => ('https://z2586300277.github.io/three-editor/dist/files/scene/skyBox0/' + (k + 1) + '.png')));完整源码:GitHub
小结
- 本文提供透明渐变完整 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