RError.com

RError.com Logo RError.com Logo

RError.com Navigation

  • 主页

Mobile menu

Close
  • 主页
  • 系统&网络
    • 热门问题
    • 最新问题
    • 标签
  • Ubuntu
    • 热门问题
    • 最新问题
    • 标签
  • 帮助
主页 / 问题 / 882780
Accepted
Zenderg
Zenderg
Asked:2020-09-19 00:11:52 +0000 UTC2020-09-19 00:11:52 +0000 UTC 2020-09-19 00:11:52 +0000 UTC

三 是否可以制作透明着色器?

  • 772

遇到这样的问题。您需要制作这些气泡:https ://threejs.org/examples/?q=fr#webgl_materials_shaders_fresnel 。并使其可以插入其他简单的 3D 模型。整个问题出在着色器中。没有着色器,球体看起来不会像气泡,而有了它们,这些相同的球体就不是透明的,即 如果你在那里放置一个物体,气泡会覆盖它。其实是一个问题。是否有可能使两个着色器都被使用并且可以看到气泡内的对象?我请求您在这件事上提供帮助,或者至少为我指明正确的方向。我已经为此杀死了几个星期(我附上了下面使用的着色器的代码。


THREE.FresnelShader = {

    uniforms: {

        "mRefractionRatio": { value: 1.02 },
        "mFresnelBias": { value: 0.1 },
        "mFresnelPower": { value: 2.0 },
        "mFresnelScale": { value: 1.0 },
        "tCube": { value: null }

    },

    vertexShader: [

        "uniform float mRefractionRatio;",
        "uniform float mFresnelBias;",
        "uniform float mFresnelScale;",
        "uniform float mFresnelPower;",

        "varying vec3 vReflect;",
        "varying vec3 vRefract[3];",
        "varying float vReflectionFactor;",

        "void main() {",

            "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
            "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",

            "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",

            "vec3 I = worldPosition.xyz - cameraPosition;",

            "vReflect = reflect( I, worldNormal );",
            "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
            "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
            "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
            "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",

            "gl_Position = projectionMatrix * mvPosition;",

        "}"

    ].join( "\n" ),

    fragmentShader: [

        "uniform samplerCube tCube;",

        "varying vec3 vReflect;",
        "varying vec3 vRefract[3];",
        "varying float vReflectionFactor;",

        "void main() {",

            "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
            "vec4 refractedColor = vec4( 1.0 );",

             "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
             "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
             "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",

            "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",

        "}"

    ].join( "\n" )

};
three.js
  • 1 1 个回答
  • 10 Views

1 个回答

  • Voted
  1. Best Answer
    prisoner849
    2020-09-19T01:26:44Z2020-09-19T01:26:44Z

    您可以将另一个统一的透明度(让它成为alpha)添加到着色器并设置材质属性.transparent = true(否则将不考虑透明度):

    camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 100000);
    camera.position.z = 3200;
    //
    var path = "https://threejs.org/examples/textures/cube/Park2/";
    var format = '.jpg';
    var urls = [
      path + 'posx' + format, path + 'negx' + format,
      path + 'posy' + format, path + 'negy' + format,
      path + 'posz' + format, path + 'negz' + format
    ];
    var textureCube = new THREE.CubeTextureLoader().load(urls);
    textureCube.format = THREE.RGBFormat;
    scene = new THREE.Scene();
    scene.background = textureCube;
    //
    var geometry = new THREE.SphereBufferGeometry(100, 32, 16);
    var shader = THREE.FresnelShader;
    var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
    uniforms["tCube"].value = textureCube;
    var material = new THREE.ShaderMaterial({
      uniforms: uniforms,
      vertexShader: shader.vertexShader,
      fragmentShader: shader.fragmentShader,
      transparent: true
    });
    
    var mesh = new THREE.Mesh(geometry, material);
    mesh.scale.x = mesh.scale.y = mesh.scale.z = 10;
    scene.add(mesh);
    
    var renderer = new THREE.WebGLRenderer();
    renderer.setClearColor(0x404040);
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);
    
    var light = new THREE.DirectionalLight(0xffffff, 0.5);
    light.position.setScalar(10);
    scene.add(light);
    scene.add(new THREE.AmbientLight(0xffffff, 0.5));
    
    var box = new THREE.Mesh(new THREE.BoxGeometry(600, 600, 600), new THREE.MeshLambertMaterial({
      color: "white"
    }));
    scene.add(box);
    
    var controls = new THREE.OrbitControls(camera, renderer.domElement);
    
    var animate = function() {
      requestAnimationFrame(animate);
      box.rotation.x += 0.01;
      box.rotation.y += 0.03;
      renderer.render(scene, camera);
    };
    
    animate();
    body {
      overflow: hidden;
      margin: 0;
    }
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.min.js"></script>
    <script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
    <script>
      THREE.FresnelShader = {
    
        uniforms: {
    
          "mRefractionRatio": {
            value: 1.02
          },
          "mFresnelBias": {
            value: 0.1
          },
          "mFresnelPower": {
            value: 2.0
          },
          "mFresnelScale": {
            value: 1.0
          },
          "tCube": {
            value: null
          },
          "alpha": { //добавленная униформа для прозрачности
            value: 0.0625
          }
    
        },
    
        vertexShader: [
    
          "uniform float mRefractionRatio;",
          "uniform float mFresnelBias;",
          "uniform float mFresnelScale;",
          "uniform float mFresnelPower;",
    
          "varying vec3 vReflect;",
          "varying vec3 vRefract[3];",
          "varying float vReflectionFactor;",
    
          "void main() {",
    
          "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
          "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
    
          "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
    
          "vec3 I = worldPosition.xyz - cameraPosition;",
    
          "vReflect = reflect( I, worldNormal );",
          "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
          "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
          "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
          "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
    
          "gl_Position = projectionMatrix * mvPosition;",
    
          "}"
    
        ].join("\n"),
    
        fragmentShader: [
    
          "uniform samplerCube tCube;",
          "uniform float alpha;",
    
          "varying vec3 vReflect;",
          "varying vec3 vRefract[3];",
          "varying float vReflectionFactor;",
    
          "void main() {",
    
          "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
          "vec4 refractedColor = vec4( 1.0 );",
          
          // тут инвертируем значени для vRefractor[n].x, что бы куб не казался прозрачным
          // что бы отображалось то, что "отражается" на сфере со стороны камеры, а не то, что за кубом
          // можно поиграться со знаком для этой величины, чтобы стало понятно о чем речь
          "refractedColor.r = textureCube( tCube, vec3( vRefract[0].x, vRefract[0].yz ) ).r;",
          "refractedColor.g = textureCube( tCube, vec3( vRefract[1].x, vRefract[1].yz ) ).g;",
          "refractedColor.b = textureCube( tCube, vec3( vRefract[2].x, vRefract[2].yz ) ).b;",
          "refractedColor.a = alpha;", // тут устанавливаем значение прозрачности
    
          "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
    
          "}"
    
        ].join("\n")
    
      };
    </script>

    • 0

相关问题

  • 如何在 Blender 中制作交互式 3d 地图并将其导入 Threejs?[关闭]

  • 三.js在json模型中动画期间渲染纹理

  • 如何在 Three.js 中访问影子数学?

Sidebar

Stats

  • 问题 10021
  • Answers 30001
  • 最佳答案 8000
  • 用户 6900
  • 常问
  • 回答
  • Marko Smith

    是否可以在 C++ 中继承类 <---> 结构?

    • 2 个回答
  • Marko Smith

    这种神经网络架构适合文本分类吗?

    • 1 个回答
  • Marko Smith

    为什么分配的工作方式不同?

    • 3 个回答
  • Marko Smith

    控制台中的光标坐标

    • 1 个回答
  • Marko Smith

    如何在 C++ 中删除类的实例?

    • 4 个回答
  • Marko Smith

    点是否属于线段的问题

    • 2 个回答
  • Marko Smith

    json结构错误

    • 1 个回答
  • Marko Smith

    ServiceWorker 中的“获取”事件

    • 1 个回答
  • Marko Smith

    c ++控制台应用程序exe文件[重复]

    • 1 个回答
  • Marko Smith

    按多列从sql表中选择

    • 1 个回答
  • Martin Hope
    Alexandr_TT 圣诞树动画 2020-12-23 00:38:08 +0000 UTC
  • Martin Hope
    Suvitruf - Andrei Apanasik 什么是空? 2020-08-21 01:48:09 +0000 UTC
  • Martin Hope
    Air 究竟是什么标识了网站访问者? 2020-11-03 15:49:20 +0000 UTC
  • Martin Hope
    Qwertiy 号码显示 9223372036854775807 2020-07-11 18:16:49 +0000 UTC
  • Martin Hope
    user216109 如何为黑客设下陷阱,或充分击退攻击? 2020-05-10 02:22:52 +0000 UTC
  • Martin Hope
    Qwertiy 并变成3个无穷大 2020-11-06 07:15:57 +0000 UTC
  • Martin Hope
    koks_rs 什么是样板代码? 2020-10-27 15:43:19 +0000 UTC
  • Martin Hope
    Sirop4ik 向 git 提交发布的正确方法是什么? 2020-10-05 00:02:00 +0000 UTC
  • Martin Hope
    faoxis 为什么在这么多示例中函数都称为 foo? 2020-08-15 04:42:49 +0000 UTC
  • Martin Hope
    Pavel Mayorov 如何从事件或回调函数中返回值?或者至少等他们完成。 2020-08-11 16:49:28 +0000 UTC

热门标签

javascript python java php c# c++ html android jquery mysql

Explore

  • 主页
  • 问题
    • 热门问题
    • 最新问题
  • 标签
  • 帮助

Footer

RError.com

关于我们

  • 关于我们
  • 联系我们

Legal Stuff

  • Privacy Policy

帮助

© 2023 RError.com All Rights Reserve   沪ICP备12040472号-5