threejs消除锯齿

Three.js锯齿(使用EffectComposer后处理)

在没有使用EffectComposer后处理的时候关于渲染器的锯齿问题,可以参考文章“Three.js 锯齿”

FXAAShader着色器通道设置
引入着色器文件FXAAShader.js,目录位置/examples/js/shaders/FXAAShader.js,该着色器主要功能是解决锯齿问题。

通过ShaderPass构造函数把FXAAShader着色器和uniforms构成的对象作为参数,创建一个锯齿通道FXAAShaderPass,然后把锯齿通道插入到composer中。

// 渲染区域Canvas画布宽高度 不一定是全屏,也可以是区域值
var width = window.innerWidth; //全屏状态对应窗口宽度
var height = window.innerHeight; //全屏状态对应窗口高度

var composer = new THREE.EffectComposer(renderer);

// 去掉锯齿
var FXAAShaderPass = new THREE.ShaderPass(THREE.FXAAShader);
FXAAShaderPass.uniforms[‘resolution’].value.set(1 / width, 1 / height);
FXAAShaderPass.renderToScreen = true;
composer.addPass(FXAAShaderPass);

function render() {
composer.render();
requestAnimationFrame(render);
}
如果渲染区域不是全屏,canvas画布有具体的尺寸

// 渲染区域Canvas画布宽高度 不一定是全屏,也可以是区域值
var width = 800; //非全屏状态对应窗口宽度
var height = 600; //非全屏状态对应窗口高度

FXAAShaderPass.uniforms[‘resolution’].value.set(1 / width, 1 / height);
F

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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); ```

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