我正在使用具有透明区域的纹理创建相同1x1平面的512个实例。这些平面随机散布在原点周围,如下图所示。
前面的飞机如何在后面的平面之后绘制,以便前面的飞机的透明度考虑到后面的飞机输出?
作为参考,实例化几何体的透明度禁用版本。这证明了飞机的位置正确。
更新
按要求添加代码:
import {
Mesh,
ShaderMaterial,
Vector3,
PlaneBufferGeometry,
EdgesGeometry,
LineBasicMaterial,
LineSegments,
InstancedBufferAttribute,
UniformsLib,
BufferAttribute,
TextureLoader,
InstancedBufferGeometry,
DoubleSide,
} from 'three'
import path from 'path'
import fs from 'fs'
import {
randomValueBetween,
} from '../../utils'
const vertexShader = fs.readFileSync(path.resolve(__dirname, './assets/vertex.glsl'), 'utf8')
const fragmentShader = fs.readFileSync(path.resolve(__dirname, './assets/fragment.glsl'), 'utf8')
const createInstancedAtrributes = (geometry, instanceCount) => {
const startseed = new InstancedBufferAttribute(new Float32Array(instanceCount * 1), 1)
const scale = new InstancedBufferAttribute(new Float32Array(instanceCount * 3), 3)
const offset = new InstancedBufferAttribute(new Float32Array(instanceCount * 2), 2)
const orientationY = new InstancedBufferAttribute(new Float32Array(instanceCount), 1)
const baseScale = 0.5
for (let i = 0; i < instanceCount; i += 1) {
scale.setXYZ(i,
baseScale * randomValueBetween(0.8, 1.3, 1),
baseScale * randomValueBetween(0.8, 1.3, 1),
baseScale * randomValueBetween(0.8, 1.3, 1),
)
orientationY.setX(i, randomValueBetween(0.0, 1.0, 3))
startseed.setX(i, randomValueBetween(1, 3, 1))
}
for (let i = 0; i < instanceCount / 4; i += 4) {
const randomX = randomValueBetween(-3.5, 3.5, 1)
const randomY = randomValueBetween(-3.5, 3.5, 1)
offset.setXY(i, randomX, randomY)
}
geometry.addAttribute('scale', scale)
geometry.addAttribute('offset', offset)
geometry.addAttribute('startseed', offset)
geometry.addAttribute('orientationY', offset)
return { scale, offset }
}
const createInstancedGeometry = (instancePerUnitCount) => {
const geometry = new InstancedBufferGeometry()
geometry.maxInstancedCount = instancePerUnitCount
const shape = new PlaneBufferGeometry(1, 1, 1, 3)
const data = shape.attributes
geometry.addAttribute('position', new BufferAttribute(new Float32Array(data.position.array), 3))
geometry.addAttribute('uv', new BufferAttribute(new Float32Array(data.uv.array), 2))
geometry.addAttribute('normal', new BufferAttribute(new Float32Array(data.normal.array), 3))
geometry.setIndex(new BufferAttribute(new Uint16Array(shape.index.array), 1))
shape.dispose()
createInstancedAtrributes(geometry, instancePerUnitCount)
return geometry
}
export default class GrassDeform extends Mesh {
constructor() {
const geometry = createInstancedGeometry(8 * 256)
const uniforms = {
uTime: {
type: 'f',
value: 0,
},
uMap: {
type: 't',
value: null,
},
}
const textureLoader = new TextureLoader()
textureLoader.load(path.resolve(__dirname, './assets/grass-texture-01.png'), (t) => {
uniforms.uMap.value = t
})
const material = new ShaderMaterial({
uniforms: Object.assign({},
UniformsLib.ambient,
UniformsLib.lights,
uniforms,
),
vertexShader,
fragmentShader,
lights: true,
transparent: true,
side: DoubleSide,
})
super(geometry, material)
this.geometry = geometry
this.material = material
this.up = new Vector3(0, 0, 1)
const lineGeo = new EdgesGeometry(geometry) // or WireframeGeometry
const mat = new LineBasicMaterial({ color: 0xffffff, linewidth: 2 })
const wireframe = new LineSegments(lineGeo, mat)
this.add(wireframe)
this.frustumCulled = false
}
update({ ellapsedTime }) {
this.material.uniforms.uTime.value = ellapsedTime
}
}
然后将对象添加到场景中:
const grass2 = new GrassDeform2()
grass2.position.set(-1, 0, 0.50)
grass2.rotateX(Math.PI / 2)
scene.add(grass2)
dirLight.target = grass2
const animate = (ellapsedTime = 0) => {
stats.begin()
grass2.update({ ellapsedTime })
/// other scene stuff
renderer.render(scene, playerController.camera)
requestAnimationFrame(animate)
}
animate()
顶点着色器:
#if NUM_DIR_LIGHTS > 0
struct DirectionalLight {
vec3 direction;
vec3 color;
int shadow;
float shadowBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
#endif
uniform float uTime;
attribute vec2 offset;
attribute vec3 scale;
attribute float startseed;
varying vec2 vUv;
varying vec3 vPosition;
varying vec3 vDirectionalLightDirection;
varying vec3 vDirectionalLightColor;
varying vec3 uNormal;
void main() {
vec3 pos = position * scale;
pos.x += offset.x;
pos.z += offset.y;
pos.y += (scale.y - 1.0) * 0.5;
pos.y = orientationY
vPosition = pos;
uNormal = normal;
vUv = uv;
uNormal = normal;
vDirectionalLightDirection = directionalLights[0].direction;
vDirectionalLightColor = directionalLights[0].color;
float variation = startseed + uTime * 0.002;
float pass = (0.5 + pos.y) * 0.05;
pos.x += sin(pass + variation) * pass;
pos.z += cos(pass + variation + 0.01) * pass;
pos.y += sin(pass + variation - 0.01) * pass;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos,1.0);
}
片段着色器(有一些额外的光源,暂时没有添加):
uniform sampler2D uMap;
varying vec2 vUv;
varying vec3 vPosition;
varying vec3 vDirectionalLightDirection;
varying vec3 vDirectionalLightColor;
varying vec3 uNormal;
void main() {
vec4 map = texture2D(uMap, vUv);
vec3 lightVector = normalize((vDirectionalLightDirection) - vPosition);
float dotNL = dot( uNormal, lightVector );
vec3 baseColor = map.rgb;
vec3 lightedColor = vDirectionalLightColor * 0.6 * dotNL;
if ( map.a < 0.5 ) discard; //!!! THIS WAS THE LINE NEEDED TO SOLVE THE ISSUE
gl_FragColor = vec4( map.rgb , 1 );
}
在应用最终结果的更改后,场景看起来正确!
答案 0 :(得分:3)
您可以使用Alpha测试解决您的问题。在片段着色器中使用如下图案:
vec4 texelColor = texture2D( map, vUv );
if ( texelColor.a < 0.5 ) discard;
您的素材不再需要transparent = true
,因为您似乎使用了纹理alpha为0或1的剪切。
three.js r.88