一、效果
![在这里插入图片描述](https://img-blog.csdnimg.cn/20201221113117658.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3FxXzQ0Mzc1OTc3,size_16,color_FFFFFF,t_70)
二、如何实现
- 1.基于EffectComposer后期渲染器。
- 2.借助UnrealBloomPass渲染通道,实现辉光效果。
- 3.接住ShaderPass,保此原有material。
- 4.单帧两次渲染,分别渲染辉光部分,还原正常部分。
- 5.相比直接分层两次渲染,修复了深度信息丢失导致的层级问题。
三、代码实现
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
<style>
* {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
varying vec2 vUv;
void main() {
gl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );
}
</script>
<script type="module">
import * as THREE from "./node_modules/three/build/three.module.js";
import { OrbitControls } from "./node_modules/three/examples/jsm/controls/OrbitControls.js";
import { EffectComposer } from "./node_modules/three/examples/jsm/postprocessing/EffectComposer.js";
import { UnrealBloomPass } from "./node_modules/three/examples/jsm/postprocessing/UnrealBloomPass.js";
import { RenderPass } from "./node_modules/three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "./node_modules/three/examples/jsm/postprocessing/ShaderPass.js";
import { FXAAShader } from "./node_modules/three/examples/jsm/shaders/FXAAShader.js";
let scene, camera, renderer, bloomComposer, finalComposer;
const ENTIRE_SCENE = 0,
BLOOM_SCENE = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_SCENE);
const darkMaterial = new THREE.MeshBasicMaterial({ color: "black" });
const materials = {};
const params = {
exposure: 0,
bloomStrength: 1.5,
bloomThreshold: 0,
bloomRadius: 0,
};
const init = () => {
// 场景
scene = new THREE.Scene();
// 相机
camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
1,
100000
);
camera.position.set(50, 50, 50);
camera.position.y = 50;
// 渲染器
renderer = new THREE.WebGLRenderer({
antialias: true,
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ReinhardToneMapping;
document.body.appendChild(renderer.domElement);
// 环境光
const light = new THREE.AmbientLight(0xffffff, 0.6);
light.layers.enable(0);
light.layers.enable(1);
scene.add(light);
// 控制器
const controls = new OrbitControls(camera, renderer.domElement);
scene.add(new THREE.AxesHelper(100));
window.onresize = () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
};
const initComposer = () => {
const effectFXAA = new ShaderPass(FXAAShader);
effectFXAA.uniforms["resolution"].value.set(
0.6 / window.innerWidth,
0.6 / window.innerHeight
);
effectFXAA.renderToScreen = true;
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85
);
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
bloomComposer = new EffectComposer(renderer);
bloomComposer.renderToScreen = false;
bloomComposer.addPass(renderScene);
bloomComposer.addPass(bloomPass);
bloomComposer.addPass(effectFXAA);
const finalPass = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: bloomComposer.renderTarget2.texture },
},
vertexShader: document.getElementById("vertexshader").textContent,
fragmentShader: document.getElementById("fragmentshader")
.textContent,
defines: {},
}),
"baseTexture"
);
finalPass.needsSwap = true;
finalComposer = new EffectComposer(renderer);
finalComposer.addPass(renderScene);
finalComposer.addPass(finalPass);
finalComposer.addPass(effectFXAA);
};
const render = () => {
scene.traverse((obj) => {
if (obj.isMesh && bloomLayer.test(obj.layers) === false) {
materials[obj.uuid] = obj.material;
obj.material = darkMaterial;
}
});
bloomComposer.render();
scene.traverse((obj) => {
if (materials[obj.uuid]) {
obj.material = materials[obj.uuid];
delete materials[obj.uuid];
}
});
finalComposer.render();
requestAnimationFrame(render);
};
const main = () => {
init();
initComposer();
const geometry = new THREE.BoxGeometry(20, 20, 10);
// 正常方块
const normalMtl = new THREE.MeshLambertMaterial({ color: 0x00ffff });
const normalBox = new THREE.Mesh(geometry, normalMtl);
normalBox.position.z = -5;
normalBox.layers.set(0);
scene.add(normalBox);
// 发光方块
const bloomMtl = new THREE.MeshLambertMaterial({ color: 0xff5500 });
const bloomBox = new THREE.Mesh(geometry, bloomMtl);
bloomBox.position.z = 5;
bloomBox.layers.enable(1);
scene.add(bloomBox);
};
main();
render();
</script>
</body>
</html>
四、注意点
UnrealBloomPass
将会影响渲染器的alpha通道,需要修改源码解决。 源码地址- 分层渲染时,由于清除了深度信息,会导致模型层级问题。