
毛玻璃 ·Groundglass· ▶ 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毛玻璃效果基于 WebGL 实现「毛玻璃」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 box document.getElementById(box)const scene new THREE.Scene()const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)camera.position.set(0, 0, 1)const renderer new THREE.WebGLRenderer()renderer.setSize(box.clientWidth, box.clientHeight)box.appendChild(renderer.domElement)new OrbitControls(camera, renderer.domElement)animate()function animate() {requestAnimationFrame(animate)renderer.render(scene, camera)}window.onresize () {renderer.setSize(box.clientWidth, box.clientHeight)camera.aspect box.clientWidth / box.clientHeightcamera.updateProjectionMatrix()}const vertexShader varying vec2 vUv; void main(){ vUv uv; gl_Position projectionMatrixmodelViewMatrixvec4(position, 1.0); }const fragmentShader varying vec2 vUv; uniform sampler2D tDiffuse; uniform vec2 vScreenSize; uniform float fRadius;float rand(vec2 co) { float a fract(dot(co, vec2(2.067390879775102, 12.451168662908249))) - 0.5; float s a(6.182785114200511 aa(-38.026512460676566 aa * 53.392573080032137)); float t fract(s * 43758.5453); return t; }void main() { float x (vUv.xvScreenSize.x) rand(vUv)fRadius * 2.0 - fRadius; float y (vUv.yvScreenSize.y) rand(vec2(vUv.y, vUv.x))fRadius * 2.0 - fRadius; vec4 textureColor texture2D(tDiffuse, vec2(x, y) / vScreenSize); gl_FragColor textureColor; }const uniforms {tDiffuse: { type: t, value: new THREE.TextureLoader().load(HOST files/author/flowers-10.jpg) },vScreenSize: { type: v2, value: new THREE.Vector2(window.innerWidth, window.innerHeight) },fRadius: { type: f, value: 20.0 },}const material new THREE.ShaderMaterial({ uniforms, vertexShader, fragmentShader });const geometry new THREE.PlaneGeometry();const mesh new THREE.Mesh(geometry, material);scene.add(mesh);var gui new dat.GUI(); gui.add(uniforms[fRadius], value, 1.0, 100.0).step(1.0).name(mosaicScale);完整源码GitHub小结本文提供毛玻璃完整 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