THREE.JS辉光设定和解决辉光导致背景变暗的问题
- THREE.JS 辉光设定
- THREE.JS 辉光导致背景变暗的问题
- 1.设定背景图片
- 2.初始化辉光
- 3. animate 一直渲染辉光
THREE.JS 辉光设定
给我的设计好的fbx模型,已经设定好了模型发光材质,所以直接添加辉光效果,就可以自动发光
blender模型生成器里的发光只是生成器里的发光效果,导入到three里并不生效,需要用代码生成辉光效果
1.引入辉光参数
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass";
2.添加辉光方法
//添加辉光效果
initBollmPass() {
let renderScene = new RenderPass(scene, camera);
let bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 0.3, 0.5, 1); //辉光阀值,辉光半径,辉光强度
bloomPass.renderToScene = TreeWalker;
bloomPass.samples = 7; //采样次数
composer = new EffectComposer(renderer);
composer.setSize(window.innerWidth, window.innerHeight);
composer.addPass(renderScene);
composer.addPass(bloomPass);
// 设置场景背景颜色
scene.background = new THREE.Color("#182238");
},
3.动画执行
要想辉光一直有效,需要一直执行composer.render()方法:
animate方法中增加 composer.render();
THREE.JS 辉光导致背景变暗的问题
1.设定背景图片
scene.background = new THREE.TextureLoader().load("three/work-shop-bg.png");
2.初始化辉光
//初始化辉光
initEffectComposer() {
// 场景渲染器
effectComposer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
effectComposer.addPass(renderPass);
//创建辉光效果
unrealBloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 0.3, 0.5, 1);
unrealBloomPass.renderToScreen = false;
// 辉光合成器
glowComposer = new EffectComposer(renderer);
glowComposer.renderToScreen = false;
glowComposer.addPass(new RenderPass(scene, camera));
glowComposer.addPass(unrealBloomPass);
// 着色器
let shaderPass = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: { value: glowComposer.renderTarget2.texture },
tDiffuse: {
value: null,
},
},
vertexShader:
"\t\t\tvarying vec2 vUv;\n" +
"\n" +
"\t\t\tvoid main() {\n" +
"\n" +
"\t\t\t\tvUv = uv;\n" +
"\n" +
"\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n" +
"\n" +
"\t\t\t}",
fragmentShader:
"\t\t\tuniform sampler2D baseTexture;\n" +
"\t\t\tuniform sampler2D bloomTexture;\n" +
"\n" +
"\t\t\tvarying vec2 vUv;\n" +
"\n" +
"\t\t\tvoid main() {\n" +
"\n" +
"\t\t\t\tgl_FragColor = ( texture2D( baseTexture, vUv ) + vec4( 1.0 ) * texture2D( bloomTexture, vUv ) );\n" +
"\n" +
"\t\t\t}",
defines: {},
}),
"baseTexture"
);
shaderPass.renderToScreen = true;
shaderPass.needsSwap = true;
effectComposer.addPass(shaderPass);
},
3. animate 一直渲染辉光
执行辉光效果器渲染:glowComposer.render();
执行场景效果器渲染:effectComposer.render();