我已将ShaderMaterial应用于具有不透明度贴图的glb模型(该模型是人体,不透明度贴图用于创建头发和睫毛),模型材料的引用是此-
如您所见-该材料具有某种发光效果,因此我设法找到了This Example,这几乎是我所需要的-问题是我不知道该如何申请模型的不透明度贴图-如果您仔细观察我的结果(左图)和右图之间的差异-您会看到头发看起来不像它应该的样子-因为未应用不透明度贴图...我不知道ShaderMaterial是否适合这种外观,还是我应该使用其他种类的着色器?
这是我的材料代码-
let m = new THREE.MeshStandardMaterial({
roughness: 0.25,
metalness: 0.75,
opacity: 0.3,
map: new THREE.TextureLoader().load(
"/maps/opacity.jpg",
(tex) => {
tex.wrapS = THREE.RepeatWrapping;
tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(16, 1);
}
),
onBeforeCompile: (shader) => {
shader.uniforms.s = uniforms.s;
shader.uniforms.b = uniforms.b;
shader.uniforms.p = uniforms.p;
shader.uniforms.glowColor = uniforms.glowColor;
shader.vertexShader = document.getElementById("vertexShader").textContent;
shader.fragmentShader = document.getElementById(
"fragmentShader"
).textContent;
shader.side = THREE.FrontSide;
shader.transparent = true;
// shader.uniforms['alphaMap'].value.needsUpdate = true;
console.log(shader.vertexShader);
console.log(shader.fragmentShader);
},
});
着色器设置:
<script id="vertexShader" type="x-shader/x-vertex">
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
vNormal = normalize( normalMatrix * normal ); // 转换到视图空间
vPositionNormal = normalize(( modelViewMatrix * vec4(position, 1.0) ).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<!-- fragment shader a.k.a. pixel shader -->
<script id="fragmentShader" type="x-shader/x-vertex">
uniform vec3 glowColor;
uniform float b;
uniform float p;
uniform float s;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
float a = pow( b + s * abs(dot(vNormal, vPositionNormal)), p );
gl_FragColor = vec4( mix(vec3(0), glowColor, a), 1. );
}
</script>
答案 0 :(得分:1)
您正在创建MeshStandardMaterial
,但是当您分配新的顶点和片段着色器时,您将覆盖其所有着色器代码,从而使Standard材质无用。您应该像链接的演示一样坚持使用ShaderMaterial
。它将使您的代码更简洁:
// Get shader code
let vertShader = document.getElementById("vertexShader").textContent;
let fragShader = document.getElementById("fragmentShader").textContent;
// Build texture
let alphaTex = new THREE.TextureLoader().load("/maps/opacity.jpg");
alphaTex.wrapS = THREE.RepeatWrapping;
alphaTex.wrapT = THREE.RepeatWrapping;
// alphaTex.repeat.set(16, 1); <- repeat won't work in a custom shader
// Build material
let m = new THREE.ShaderMaterial({
transparent: true,
// side: THREE.FrontSide, <- this is already default. Not needed
uniforms: {
s: {value: 1},
b: {value: 2},
p: {value: 3},
alphaMap: {value: alphaTex},
glowColor: {value: new THREE.Color(0x0099ff)},
// we create a Vec2 to manually handle repeat
repeat: {value: new THREE.Vector2(16, 1)}
},
vertexShader: vertShader,
fragmentShader: fragShader
});
这有助于以更简洁的方式构建材质,因为您使用的是本机构建方法,而不必覆盖任何内容。然后,您可以在片段着色器中采样alphaMap
纹理:
uniform float s;
uniform float b;
uniform float p;
uniform vec3 glowColor;
uniform vec2 repeat;
// Declare the alphaMap uniform if we're gonna use it
uniform sampler2D alphaMap;
// Don't forget to declare UV coordinates
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
float a = pow( b + s * abs(dot(vNormal, vPositionNormal)), p );
// Sample map with UV coordinates. Multiply by uniform to get repeat
float a2 = texture2D(alphaMap, vUv * repeat).r;
// Combine both alphas
float opacity = a * a2;
gl_FragColor = vec4( mix(vec3(0), glowColor, opacity), 1. );
}
此外,不要忘记从顶点着色器继承UV:
// Don't forget to declare UV coordinates
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
// convert uv attribute to vUv varying
vUv = uv;
vNormal = normalize( normalMatrix * normal ); // 转换到视图空间
vPositionNormal = normalize(( modelViewMatrix * vec4(position, 1.0) ).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
更新
错误
'=':无法从“ lowp float的4个分量矢量”转换为“ highp float”
意味着在片段着色器中获取texture2D()
示例时,我犯了一个错误。应该是texture2D().r
,所以我们只读取红色通道以获得float
,而不是将所有RGBA通道塞满(产生vec4
)到float
中。最终结果请参见以下代码片段:
var container, scene, camera, renderer, controls, torusKnot;
init()
function init() {
initBase()
initObject()
render()
}
function initBase () {
container = document.getElementById( 'ThreeJS' )
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR)
camera.position.set(0,0,50)
camera.lookAt(scene.position)
// RENDERER
renderer = new THREE.WebGLRenderer( {antialias:true} )
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT)
renderer.setClearColor(0x333333)
container.appendChild( renderer.domElement )
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement )
// Resize
window.addEventListener("resize", onWindowResize);
}
function onWindowResize() {
var w = window.innerWidth;
var h = window.innerHeight;
renderer.setSize(w, h);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
function initObject () {
let vertShader = document.getElementById("vertexShader").textContent;
let fragShader = document.getElementById("fragmentShader").textContent;
// Build texture
let alphaTex = new THREE.TextureLoader().load("https://threejs.org/examples/textures/floors/FloorsCheckerboard_S_Diffuse.jpg");
alphaTex.wrapS = THREE.RepeatWrapping;
alphaTex.wrapT = THREE.RepeatWrapping;
var customMaterial = new THREE.ShaderMaterial({
uniforms: {
s: {value: -1},
b: {value: 1},
p: {value: 2},
alphaMap: {value: alphaTex},
glowColor: {value: new THREE.Color(0x00ffff)},
// we create a Vec2 to manually handle repeat
repeat: {value: new THREE.Vector2(16, 1)}
},
vertexShader: vertShader,
fragmentShader: fragShader
})
var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 32 )
torusKnot = new THREE.Mesh( geometry, customMaterial )
scene.add( torusKnot )
}
function render() {
torusKnot.rotation.y += 0.01;
renderer.render( scene, camera );
requestAnimationFrame(render);
}
body{
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<!-- vertext shader a.k.a. pixel shader -->
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
// convert uv attribute to vUv varying
vUv = uv;
vNormal = normalize( normalMatrix * normal ); // 转换到视图空间
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vPositionNormal = normalize(( mvPosition ).xyz);
gl_Position = projectionMatrix * mvPosition;
}
</script>
<!-- fragment shader a.k.a. pixel shader -->
<script id="fragmentShader" type="x-shader/x-vertex">
uniform float s;
uniform float b;
uniform float p;
uniform vec3 glowColor;
uniform vec2 repeat;
// Declare the alphaMap uniform if we're gonna use it
uniform sampler2D alphaMap;
// Don't forget to declare UV coordinates
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
float a = pow( b + s * abs(dot(vNormal, vPositionNormal)), p );
// Sample map with UV coordinates. Multiply by uniform to get repeat
float a2 = texture2D(alphaMap, vUv * repeat).r;
// Combine both alphas
float opacity = a * a2;
gl_FragColor = vec4( mix(vec3(0), glowColor, opacity), 1. );
}
</script>
<div id="ThreeJS" style="position: absolute; left:0px; top:0px"></div>