Three.js 饱和度(自定义Pass)教程
2026/7/1 16:44:22 网站建设 项目流程

饱和度(自定义Pass) ·Saturation· ▶ 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-examples
  • 400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
  • EffectComposer 多 Pass 后期处理管线
  • OrbitControls 相机轨道交互
  • 自定义 ShaderPass 调色/特效
  • requestAnimationFrame渲染循环与resize自适应

效果说明

本案例演示饱和度(自定义Pass)效果:原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期;核心用到 ShaderMaterial、EffectComposer、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
  • EffectComposer以多 Pass 链式渲染:RenderPass → 特效 Pass → 输出屏幕,替代直接renderer.render
  • 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
  • 组装 EffectComposer Pass 链,在 animate 中调用composer.render()
  • 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  • requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染)
  • 代码要点

    import * as THREE from "three";

    import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js"; import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js"; import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js"; import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js"; import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js"; import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";

    window.addEventListener('load', e => { init(); initComposer(); addMesh(); render(); })

    let scene, renderer, camera, orbit; let composer;

    function init() { scene = new THREE.Scene(); renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement);

    camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 2000); camera.add(new THREE.PointLight(0xffffff, 1, 1000, 0.01)); camera.position.set(10, 10, 10); scene.add(camera);

    orbit = new OrbitControls(camera, renderer.domElement); orbit.enableDamping = true;

    scene.add(new THREE.GridHelper(10, 10)); }

    function initComposer() { composer = new EffectComposer(renderer); let renderPass = new RenderPass(scene, camera); let outputPass = new OutputPass(); composer.addPass(renderPass); composer.addPass(outputPass);

    let finalMaterial = new THREE.ShaderMaterial({ uniforms: { baseTexture: { value: null }, saturation: { value: 0.2 }, brightness: { value: 0.2 } }, vertexShader:varying vec2 vUv; void main(){ vUv = uv; gl_Position = projectionMatrixmodelViewMatrixvec4( position, 1.0 ); }, fragmentShader:

    vec3 hsv2rgb( in vec3 c ){ vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );

    return c.z * mix( vec3(1.0), rgb, c.y); }

    vec3 rgbToHsv(vec3 rgb){ vec3 hsv = vec3(0); float maxC = max(max(rgb.r,rgb.g),rgb.b); float minC = min(min(rgb.r,rgb.g),rgb.b); float delta = maxC - minC; if (maxC == rgb.r) hsv.x = mod((rgb.g - rgb.b)/delta,6.0)/6.0; if (maxC == rgb.g) hsv.x = (rgb.b - rgb.r)/(delta*6.0) + 1.0/3.0; if (maxC == rgb.b) hsv.x = (rgb.r - rgb.g)/(delta*6.0) + 2.0/3.0; hsv.y = delta/maxC; hsv.z = maxC; return hsv; }

    varying vec2 vUv; uniform sampler2D tDiffuse; uniform float saturation; uniform float brightness; void main(){ vec4 col = texture2D(tDiffuse,vUv);

    vec3 hsvCol = rgbToHsv(col.rgb); hsvCol.y *= saturation; hsvCol.z *= brightness; vec3 col2 = hsv2rgb(hsvCol); gl_FragColor = vec4(col2,col.a);

    #include }});

    let finalPass = new ShaderPass(finalMaterial) composer.addPass(finalPass);

    let gui = new GUI(); gui.add(finalMaterial.uniforms.saturation, 'value', 0, 1, 0.01).name('饱和度') gui.add(finalMaterial.uniforms.brightness, 'value', 0, 1, 0.01).name('亮度')

    }

    function addMesh() { let geometry = new THREE.BoxGeometry(1, 1, 1);

    for (let i = 0; i < 100; i++) { let material = new THREE.MeshStandardMaterial({ color: 0xffffff * Math.random() }); let mesh = new THREE.Mesh(geometry, material); mesh.position.x = Math.random() * 10 - 5; mesh.position.y = Math.random() * 10 - 5; mesh.position.z = Math.random() * 10 - 5; scene.add(mesh); } }

    function render() { // renderer.render(scene,camera); composer.render(); orbit.update(); requestAnimationFrame(render); }

    完整源码:GitHub

    小结

    • 本文提供饱和度(自定义Pass)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

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