cesium实现晴,雨,雾,雪等效果

		viewer.shadows = true; //阴影
        viewer.shadowMap.enabled = true;
        viewer.shadowMap.size = 2048*2;
        viewer.shadowMap.darkness = 0.6;//阴影强度
        viewer.shadowMap.softShadows = true;
        viewer.shadowMap.maximumDistance = 10000.0;
        //设置当前时间,阴影角度随时间变化
        viewer.clock.currentTime = Cesium.JulianDate.fromDate(new Date());

在这里插入图片描述

		viewer.shadowMap.darkness = 0.9;//阴影强度
        let collection = viewer.scene.postProcessStages;
        let snow = new Cesium.PostProcessStage({
            name: 'czm_rain',
            fragmentShader: `
                uniform sampler2D colorTexture;//输入的场景渲染照片
                varying vec2 v_textureCoordinates;
                uniform float vrain;
    
                float hash(float x){
                    return fract(sin(x*133.3)*13.13);
                }
    
                void main(void){
                    float time = czm_frameNumber / vrain;
                    vec2 resolution = czm_viewport.zw;
                    
                    vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
                    vec3 c=vec3(.6,.7,.8);
                    float a=0.4;
                    float si=sin(a),co=cos(a);
                    uv*=mat2(co,-si,si,co);
                    uv*=length(uv+vec2(0,4.9))*.3+1.;
                    
                    float v=1.-sin(hash(floor(uv.x*100.))*2.);
                    float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*20.;
                   
                    c*=v*b; //屏幕上雨的颜色
                    gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(c,1), 0.5); //将雨和三维场景融合
                }
			`,
            uniforms: {
                vrain: function () {
                    return 30//value:时间
                }
            }
        });
        collection.add(snow);

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		viewer.shadowMap.darkness = 0.9;//阴影强度
        let collection = viewer.scene.postProcessStages;
        let snow = new Cesium.PostProcessStage({
            name: 'czm_snow',
            fragmentShader: `
                uniform sampler2D colorTexture;
                varying vec2 v_textureCoordinates;
                uniform float vsnow;
                
                float snow(vec2 uv,float scale)
                {   float time = czm_frameNumber / vsnow;
                    float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;
                    uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;
                    uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;
                    p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);
                    k=smoothstep(0.,k,sin(f.x+f.y)*0.01);
                    return k*w;
                }
                void main(void){
                    vec2 resolution = czm_viewport.zw;
                    vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
                    vec3 finalColor=vec3(0);
                    float c = 0.0;
                    c+=snow(uv,30.)*.0;
                    c+=snow(uv,20.)*.0;
                    c+=snow(uv,15.)*.0;
                    c+=snow(uv,10.);
                    c+=snow(uv,8.);
                    c+=snow(uv,6.);
                    c+=snow(uv,5.);
                    finalColor=(vec3(c));
                    gl_FragColor = mix(texture2D(colorTexture, v_textureCoordinates), vec4(finalColor,1), 0.5);
                }
            `,
            uniforms: {
                vsnow: function () {
                    return 60//value:时间,其他为固定值
                }
            }
        });
        collection.add(snow);

在这里插入图片描述

		viewer.shadowMap.darkness = 0.9;//阴影强度
        let collection = viewer.scene.postProcessStages;
        let flog = new Cesium.PostProcessStage({
            name: 'czm_fog',
            fragmentShader: `
                uniform sampler2D colorTexture;
                uniform sampler2D depthTexture;
                varying vec2 v_textureCoordinates;
                uniform float vfog;
                
                void main(void)
                {
                    vec4 origcolor=texture2D(colorTexture, v_textureCoordinates);
                    vec4 fogcolor=vec4(0.8,0.8,0.8,0.5);
                    float depth = czm_readDepth(depthTexture, v_textureCoordinates);
                    vec4 depthcolor=texture2D(depthTexture, v_textureCoordinates);
                    float f=(depthcolor.r-0.22)/vfog;
                    if(f<0.0) f=0.0;
                    else if(f>1.0) f=1.0;
                    gl_FragColor = mix(origcolor,fogcolor,f);
                }
                `,
            uniforms: {
                vfog: function () {
                    return 0.5 //value:强度,其他为固定值
                }
            }
        });
        collection.add(flog);

在这里插入图片描述

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