切换ShaderToy ·shaderToy· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么ShaderMaterial 自定义着色器实现核心视觉效果OrbitControls 相机轨道交互requestAnimationFrame渲染循环与resize自适应效果说明本案例演示切换ShaderToy效果基于 WebGL 实现「切换ShaderToy」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Scene / Camera / WebGLRenderer构成最小渲染闭环大场景可开logarithmicDepthBuffer缓解 Z-fighting。ShaderMaterial通过uniforms 自定义 GLSL 控制逐像素/逐点效果透明粒子常配合depthTest: false。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize定义 uniforms / onBeforeCompile 或 ShaderMaterial编写 GLSL 与材质参数创建 OrbitControls及 Raycaster 等交互控件若源码包含在requestAnimationFrame循环中更新状态并 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import * as dat from dat.guiconst DOM document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, DOM.clientWidth / DOM.clientHeight, 0.1, 1000)camera.position.set(0, 10, 10)const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })renderer.setSize(DOM.clientWidth, DOM.clientHeight)DOM.appendChild(renderer.domElement)new OrbitControls(camera, renderer.domElement)window.onresize () {renderer.setSize(DOM.clientWidth, DOM.clientHeight)camera.aspect DOM.clientWidth / DOM.clientHeightcamera.updateProjectionMatrix()}scene.add(new THREE.AmbientLight(0xffffff, 8))const mesh new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshBasicMaterial({ color: 0xffffff }));scene.add(mesh);// GUI 对象 const GUI new dat.GUI()const fileList new Array(6).fill().map((_, i) FILE_HOST files/glsl/${i}.frag)GUI.add({ url: fileList[0] }, url, fileList).onChange((url) changeShader(url))changeShader(fileList[5])let shader nullanimate()// 渲染 function animate() {shader (shader.uniforms.u_time.value 0.02)renderer.render(scene, camera)requestAnimationFrame(animate)}async function changeShader(url) {const str await fetch(url).then(res res.text())shader {uniforms: THREE.UniformsUtils.merge([THREE.ShaderLib[phong].uniforms,{ u_resolution: { type: v2, value: new THREE.Vector2(DOM.clientWidth, DOM.clientHeight) },u_time: { type: f, value: 0.0 },u_mouse: { type: v2, value: new THREE.Vector2(0, 0) }}]),side: THREE.DoubleSide,vertexShader:varying vec2 vUv; void main() { vUv uv; vec4 mvPosition modelViewMatrix * vec4( position, 1.0 ); gl_Position projectionMatrix * mvPosition; },fragmentShader: str,}shader.fragmentShader shader.fragmentShader.replace(/gl_FragCoord/, vUv * u_resolution.xy)shader.fragmentShader shader.fragmentShader.replace(/uniform float u_time;/,uniform float u_time; varying vec2 vUv;)const material new THREE.ShaderMaterial(shader);mesh.material.dispose()mesh.material material}完整源码GitHub小结本文提供切换ShaderToy完整 Three.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库