【Three.js】shader特效之能量盾

效果图

前言

效果噪点图

为了可以自定义能量球的效果,这里使用外部加载来的噪点图做纹理,省去用代码写特效的过程。
在这里插入图片描述

主要代码

index.html

<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="utf-8" />
  <title>Energy shield</title>
  <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no" />
  <style>
    body {
      margin: 0;
      padding: 0;
    }
  </style>
</head>

<body>
  <script type="module">
    import * as THREE from '../../build/three.module.js'
    import * as TWEEN from '../../build/tween.esm.js'
    import Stats from '../jsm/libs/stats.module.js'
    import { OrbitControls } from '../jsm/controls/OrbitControls.js'
    
    import { shader as depthVertexShader } from './shaders/depth-vs.js'
    import { shader as depthFragmentShader } from './shaders/depth-fs.js'
    import { shader as shieldVertexShader } from './shaders/shield-vs.js'
    import { shader as shieldFragmentShader } from './shaders/shield-fs.js'
    
    // renderer
    const renderer = new THREE.WebGLRenderer({ antialias: true })
    renderer.setPixelRatio(window.devicePixelRatio)
    renderer.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap
    renderer.outputEncoding = THREE.sRGBEncoding
    renderer.gammaFactor = 2.2
    document.body.append(renderer.domElement)
    // stats
    const stats = new Stats()
    document.body.appendChild(stats.domElement)
    // scene
    const scene = new THREE.Scene()
    const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 100)
    camera.position.set(0, 1, 2)
    // control
    const controls = new OrbitControls(camera, renderer.domElement)
    controls.minDistance = 0.5
    controls.maxDistance = 10
    controls.enableDamping = true
    controls.dampingFactor = 0.05
    controls.screenSpacePanning = true
    controls.autoRotate = false
    // cube
    const cubeGeometry = new THREE.BoxBufferGeometry(0.4, 0.4, 0.4)
    const cubeMaterial = new THREE.MeshStandardMaterial({
      color: 'rgb(100, 70, 30)',
      roughness: 0.4,
      metalness: 0.0,
      side: THREE.DoubleSide
    })
    const cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
    cube.castShadow = cube.receiveShadow = true
    cube.position.set(-0.6, 0.2, -0.6)
    cube.rotation.set(-Math.PI / 2, 0, 0)
    scene.add(cube)
    // ground
    const groundGeometry = new THREE.PlaneBufferGeometry(3, 3)
    const groundMaterial = new THREE.MeshStandardMaterial({
      color: 'rgb(20, 20, 30)',
      roughness: 0.4,
      metalness: 0.0,
      side: THREE.DoubleSide
    })
    const ground = new THREE.Mesh(groundGeometry, groundMaterial)
    ground.castShadow = ground.receiveShadow = true
    ground.position.set(0, 0, 0)
    ground.rotation.set(-Math.PI / 2, 0, 0)
    scene.add(ground)
    // light1
    const light = new THREE.DirectionalLight(0xffffff)
    light.position.set(-2, 2, 0.5)
    light.castShadow = true
    light.shadow.camera.top = 2
    light.shadow.camera.bottom = -2
    light.shadow.camera.right = 2
    light.shadow.camera.left = -2
    light.shadow.bias = -0.00001
    light.shadow.mapSize.set(4096, 4096)
    scene.add(light)
    // light2
    const hemiLight = new THREE.HemisphereLight(0xbbbbbb, 0x080808, 1)
    scene.add(hemiLight)
    // light1 helper
    scene.add(new THREE.DirectionalLightHelper(light, 2, 0xFFFF00))
    // axis helper
    scene.add(new THREE.AxesHelper(100))
    
    const depthMaterial = new THREE.RawShaderMaterial({
      uniforms: {},
      vertexShader: depthVertexShader,
      fragmentShader: depthFragmentShader,
    })
    const depth = new THREE.WebGLRenderTarget(1, 1, {
      wrapS: THREE.ClampToEdgeWrapping,
      wrapT: THREE.ClampToEdgeWrapping,
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      format: THREE.RGBAFormat,
      type: THREE.UnsignedByteType,
      stencilBuffer: false,
      depthBuffer: true
    })
    const hdr = new THREE.WebGLRenderTarget(1, 1, {
      wrapS: THREE.ClampToEdgeWrapping,
      wrapT: THREE.ClampToEdgeWrapping,
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      format: THREE.RGBAFormat,
      type: THREE.UnsignedByteType,
      stencilBuffer: false,
      depthBuffer: true
    })
    // shield
    const textureLoader = new THREE.TextureLoader()
    const texture = textureLoader.load('./imgs/noise1.png')
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping
    const shieldGeometry = new THREE.SphereBufferGeometry(0.5, 100, 100)
    const shieldMaterial = new THREE.RawShaderMaterial({
      uniforms: {
        depthBuffer: { value: null },
        resolution: { value: new THREE.Vector2(1, 1) },
        bufColor: { value: null },
        u_tex: { value: null },
        time: { value: 0 }
      },
      vertexShader: shieldVertexShader,
      fragmentShader: shieldFragmentShader,
      transparent: true,
      depthWrite: false,
      side: THREE.DoubleSide
    })
    const shield = new THREE.Mesh(shieldGeometry, shieldMaterial)
    shield.position.set(0, 0.3, 0)
    shield.material.uniforms.depthBuffer.value = depth.texture
    shield.material.uniforms.bufColor.value = depth.texture
    shield.material.uniforms.u_tex.value = texture
    scene.add(shield)
    // tween
    function moveCube() {
      const tween = new TWEEN.Tween(cube.position)
      tween.to({
        x: 0.6,
        z: 0.6
      }, 5000)
      tween.yoyo(true)
      tween.repeat(Infinity)
      tween.start()
    }
    // resize
    function resize() {
      const width = window.innerWidth
      const height = window.innerHeight
      const dPR = window.devicePixelRatio
      camera.aspect = width / height
      camera.updateProjectionMatrix()
      renderer.setSize(width, height)
      depth.setSize(width * dPR, height * dPR)
      hdr.setSize(width * dPR, height * dPR)
      shield.material.uniforms.resolution.value.set(width * dPR, height * dPR)
    }
    // render
    function render() {
      shield.visible = false
      scene.overrideMaterial = depthMaterial
      renderer.setRenderTarget(depth)
      renderer.render(scene, camera)
    
      shield.visible = true
      scene.overrideMaterial = null
      renderer.setRenderTarget(null)
      renderer.render(scene, camera)
    
      renderer.setAnimationLoop(render)
      TWEEN.update()
      stats.update()
      controls.update()

      shield.material.uniforms.time.value = performance.now()
    }
    
    window.addEventListener('resize', resize)
    
    moveCube()
    resize()
    render()
    
  </script>
</body>

</html>

depth-fs.js

const shader = `#version 300 es

precision highp float;

#include <packing>

in vec2 vUv;
in float vDepth;

out vec4 color;

void main() {
  float depth = (vDepth - .1) / ( 10.0 -.1);
  color = packDepthToRGBA(depth);
}
`;

export { shader };

depth-vs.js

const shader = `#version 300 es

precision highp float;

in vec3 position;
in vec2 uv;

uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

out vec2 vUv;
out float vDepth;

void main() {
  vUv = uv;
  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  vDepth = gl_Position.z;
}
`;

export { shader };

shield-fs.js

const shader = `#version 300 es

precision highp float;

#include <packing>

uniform sampler2D depthBuffer;
uniform vec2 resolution;
uniform float time;
uniform sampler2D u_tex;

in float vRim;
in vec2 vUv;
in float vDepth;

out vec4 color;

const vec4 baseColor = vec4(0.0,0.9,0.0,0.1);

void main() {
    // 基础色
    color = baseColor;

    // 动态纹理
    vec4 maskA = texture(u_tex, vUv);
    maskA.a = maskA.r;
    color += maskA;
    
    // 边界高亮
    vec2 uv = gl_FragCoord.xy / resolution;
    vec4 packedDepth = texture(depthBuffer, uv);
    float sceneDepth = unpackRGBAToDepth(packedDepth);
    float depth = (vDepth - .1) / ( 10.0 -.1);
    float diff = abs(depth - sceneDepth);
    float contact = diff * 20.;
    contact = 1. - contact;
    contact = max(contact, 0.);
    contact = pow(contact, 20.);
    contact *= diff*1000.;
    float a = max(contact, vRim);
    float fade = 1. - pow(vRim, 10.);
    color += a * fade;
}
`;

export { shader };

shield-vs.js

const shader = `#version 300 es

precision highp float;

in vec3 position;
in vec3 normal;
in vec2 uv;

uniform mat3 normalMatrix;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float time;

out vec2 vUv;
out float vRim;
out float vDepth;

void main() {
  vUv = uv;
  vUv.x += time * 0.0001;
  vUv.y += time * 0.0006;

  vec3 n = normalMatrix * normal;
  vec4 viewPosition = modelViewMatrix * vec4( position, 1. );
  vec3 eye = normalize(-viewPosition.xyz);
  vRim = 1.0 - abs(dot(eye,n));
  vRim = pow(vRim, 5.);
  vec3 worldPosition = (modelMatrix * vec4(position, 1.)).xyz;  
  gl_Position = projectionMatrix * viewPosition;
  vDepth = gl_Position.z;
}
`;

export { shader };

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