其实问题本身。是否可以使用渐变设置场景的背景,使其随时间平滑变化(例如,从黄蓝到红绿)?
主页
/
user-239537
Zenderg's questions
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" )
};