特效:扫光shader
效果
shader
var Shader = {
uniform: {
u_color: { value: new THREE.Color("#5588aa") },
u_tcolor: { value: new THREE.Color("#ff9800") },
u_r: { value: 0.1 },
u_length: { value: 1 },//扫过区域
u_max: { value: 100 }//扫过最大值
};
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);
}
`
}
材质添加
material = new THREE.ShaderMaterial({
vertexShader: Shader.vertexShader,
fragmentShader: Shader.fragmentShader,
side: THREE.DoubleSide,
uniforms: uniform,
transparent: true,
depthWrite: false,
});
把材质给到需要添加的模型
function initModel(){
var mtlLoader = new MTLLoader();
mtlLoader.setPath('./static/models/test/');
mtlLoader.load('male02.mtl',(materials) => {
materials.preload()
var objLoader = new OBJLoader()
objLoader.setMaterials(materials)
objLoader.setPath('./static/models/test/');
objLoader.load('male02.obj',(object) => {
/***************************************************************/
// 把扫光shader添加给模型
object.material = material
scene.add(object)
}, onProgress, onError)
});
}
render渲染添加
render(){
update()
requestAnimationFrame(render)// 执行一个动画.并在动画执行后重新渲染
renderer.render(scene, camera)
if (material) {
material.uniforms.u_r.value += dalte * 10;
if (material.uniforms.u_r.value >= 100) {
material.uniforms.u_r.value = 1
}
}
}
后续
这个是从简书里看的,修修改改加上能用,具体链接没找到,如有冒犯请见谅,评论链接添加转载或删除。