shadermaterial 实现大气层效果和辉光效果
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shadermaterial 实现大气层效果和辉光效果
小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.
1.創(chuàng)建兩個(gè)球體,一個(gè)一小,一個(gè)略大的作為他的輝光
2.作為輝光的球體從內(nèi)到外片元透明度逐漸減小(線性減小或是指數(shù)減小都可以)
3.將覆蓋原物體的部分丟棄
輝光效果
var vertexShader = ['varying vec3 vVertexWorldPosition;','varying vec3 vVertexNormal;','varying vec4 vFragColor;','void main(){',' vVertexNormal = normalize(normalMatrix * normal);',//將法線轉(zhuǎn)換到視圖坐標(biāo)系中' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',//將頂點(diǎn)轉(zhuǎn)換到世界坐標(biāo)系中' // set gl_Position',' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);','}']var fragmentShader: ['uniform vec3 glowColor;','uniform float coeficient;','uniform float power;','varying vec3 vVertexNormal;','varying vec3 vVertexWorldPosition;','varying vec4 vFragColor;','void main(){',' vec3 worldVertexToCamera= cameraPosition - vVertexWorldPosition;', //世界坐標(biāo)系中頂點(diǎn)位置到相機(jī)位置到的距離' vec3 viewCameraToVertex = (viewMatrix * vec4(worldVertexToCamera, 0.0)).xyz;',//視圖坐標(biāo)系中從相機(jī)位置到頂點(diǎn)位置的距離' viewCameraToVertex = normalize(viewCameraToVertex);',//規(guī)一化' float intensity = coeficient + dot(vVertexNormal, viewCameraToVertex);',' if(intensity > 0.65){ intensity = 0.0;}',' gl_FragColor = vec4(glowColor, intensity);','}'//vVertexNormal視圖坐標(biāo)系中點(diǎn)的法向量//viewCameraToVertex視圖坐標(biāo)系中點(diǎn)到攝像機(jī)的距離向量//dot點(diǎn)乘得到它們的夾角的cos值//從中心向外面角度越來越大(從銳角到鈍角)從cos函數(shù)也可以知道這個(gè)值由負(fù)變正,不透明度最終從高到低大氣層效果
var vertexShader = ['varying vec3 vVertexWorldPosition;','varying vec3 vVertexNormal;','varying vec4 vFragColor;','void main(){',' vVertexNormal = normalize(normalMatrix * normal);',//將法線轉(zhuǎn)換到視圖坐標(biāo)系中' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',//將頂點(diǎn)轉(zhuǎn)換到世界坐標(biāo)系中' // set gl_Position',' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);','}']var fragmentShader: ['uniform vec3 glowColor;','uniform float coeficient;','uniform float power;','varying vec3 vVertexNormal;','varying vec3 vVertexWorldPosition;','varying vec4 vFragColor;','void main(){',' vec3 worldCameraToVertex= vVertexWorldPosition - cameraPosition;', //世界坐標(biāo)系中從相機(jī)位置到頂點(diǎn)位置的距離' vec3 viewCameraToVertex = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;',//視圖坐標(biāo)系中從相機(jī)位置到頂點(diǎn)位置的距離' viewCameraToVertex = normalize(viewCameraToVertex);',//規(guī)一化' float intensity = pow(coeficient + dot(vVertexNormal, viewCameraToVertex), power);',' gl_FragColor = vec4(glowColor, intensity);','}'//vVertexNormal視圖坐標(biāo)系中點(diǎn)的法向量//viewCameraToVertex視圖坐標(biāo)系中點(diǎn)到攝像機(jī)的距離向量//dot點(diǎn)乘得到它們的夾角的cos值//從中心向外面角度越來越小(從鈍角到銳角)從cos函數(shù)也可以知道這個(gè)值由負(fù)變正,不透明度最終從低到高]分層顯示透明度
'uniform vec3 glowColor;', 'uniform float coeficient;', 'varying vec3 vVertexNormal;', 'varying vec3 vVertexWorldPosition;', 'void main(){', ' vec3 worldVertexToCamera= cameraPosition - vVertexWorldPosition;', ' vec3 viewCameraToVertex = (viewMatrix * vec4(worldVertexToCamera, 0.0)).xyz;', ' viewCameraToVertex = normalize(viewCameraToVertex);', ' float intensity = coeficient + dot(vVertexNormal, viewCameraToVertex);', ' if(intensity > 0.65 && intensity < 0.8){ intensity = 0.8;}', ' if(intensity > 0.8){ intensity = 1.0;}', ' gl_FragColor = vec4(glowColor, intensity);', '}'代碼參考:
https://blog.csdn.net/srk19960903/article/details/78734238
https://blog.csdn.net/lin5165352/article/details/83055606
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