使用Obj 模型 + shader 实线 模型以及代码 csdn 模型以及代码 git 已有效果添加波浪 加载 obj 格式文件加载到 scene中; 使用 ShaderMaterial 材质 已添加 bloom 效果
var Shader = { 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 ) ; uOpacity = op; if( vp.y<0.0){ vColor = u_color * op; }else{ vColor = u_tcolor; }; } gl_FragColor = vec4(vColor,uOpacity); } ` } var material = new THREE.ShaderMaterial({ vertexShader: Shader.vertexShader, fragmentShader: Shader.fragmentShader, side: THREE.DoubleSide, uniforms: { u_color: { value: new THREE.Color("#5588aa") }, u_tcolor: { value: new THREE.Color("#f55c1a") }, u_r: { value: 0.25 }, u_length: { value: 20 },//扫过区域 u_max: { value: 300 }//扫过最大值 }, transparent: true, depthWrite: false, }); //rennder material.uniforms.u_r.value += dalte * 100; if (material.uniforms.u_r.value >= 300) { material.uniforms.u_r.value = 20 } }