1.生成掠过的光圈材质。
var uniform = {
u_color: { value: new THREE.Color("#5588aa") },
u_tcolor: { value: new THREE.Color("#EF5F00") },
u_r: { value:0.8 },
u_length: { value: 20 },//扫过区域
u_max: { value: 600 }//扫过最大值
};
var Shader = {
vertexShader: `
varying vec3 vp;
void main(){
vp = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec3 vp;
uniform vec3 u_color;
uniform vec3 u_tcolor;
uniform float u_r;
uniform float u_length;
uniform float u_max;
float getLeng(float x, float y){
return sqrt((x-0.0)*(x-0.0)+(y-0.0)*(y-0.0));
}
void main(){
float uOpacity = 0.3;
vec3 vColor = u_color;
float uLength = getLeng(vp.x,vp.z);
if ( uLength <= u_r && uLength > u_r - u_length ) {
float op = sin( (u_r - uLength) / u_length ) * 0.6 + 0.3 ;
uOpacity = op;
if( vp.y<0.0){
vColor = u_tcolor * 0.6;
}else{
vColor = u_tcolor;
};
}
gl_FragColor = vec4(vColor,uOpacity);
}
`
}
aamaterial = new THREE.ShaderMaterial({
vertexShader: Shader.vertexShader,
fragmentShader: Shader.fragmentShader,
side: THREE.DoubleSide,
uniforms: uniform,
transparent: true,
depthWrite: false,
});
- animate()中执行
if (aamaterial) {
aamaterial.uniforms.u_r.value += delta * 50 + 4;
if (aamaterial.uniforms.u_r.value >= 600) {
aamaterial.uniforms.u_r.value = 20
}
}
console.log(aamaterial);
3.使用方式
plane = new THREE.Mesh( geometry, aamaterial );
4.效果