最近有个需求是要在要web端实现一个火焰的效果,unity3d上有粒子系统很容易实现,three.js上就只能用uv动画来实现,网上搜了一下也没有找到现成可用的,于是就把unity3d中的shader用glsl翻译成webgl版本的,分享给有需要的小伙伴。

关键代码:
...
// 创建一个时钟对象
let clock;
let material;
function init() {
clock = new THREE.Clock();
...
//加载uv贴图
const texture = new THREE.TextureLoader().load('../textures/fire/fire8x4.png');
//顶点着色器
const VertexShader = `
varying vec2 texcoord;
void main()
{
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
texcoord = uv;
}
`;
//片元着色器
const FragmentShader = `
varying vec2 texcoord;
uniform sampler2D _MainTex;
uniform float _Time;
uniform float _HorizontalAmount;
uniform float _VerticalAmount;
uniform float _Speed;
void main()
{
float time = floor(_Time * _Speed);
float row = floor(time / _HorizontalAmount); // /运算获取当前行
float column = time - row * _HorizontalAmount; // %运算获取当前列
//首先把原纹理坐标i.uv按行数和列数进行等分,然后使用当前的行列进行偏移
vec2 uv = texcoord + vec2(column, -row);
uv.x /= _HorizontalAmount;
uv.y /= _VerticalAmount;
uv.x = fract(uv.x);//取小数部分[0-1]
uv.y = fract(uv.y);
//纹理采样
vec4 c = texture2D(_MainTex, uv);
gl_FragColor = c;
}
`;
// shader传值
const uniforms = {
_Time: { value: 0.0 },
_MainTex: { value: texture },
_Speed: { value: 20 },
_HorizontalAmount: { value: 8 },
_VerticalAmount: { value: 4 }
}
//创建材质球
material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: VertexShader,
fragmentShader: FragmentShader,
transparent: true//透明渲染
});
...
// 创建一个片来显示uv动画
const geom = new THREE.PlaneGeometry( 20, 20);
const mesh = new THREE.Mesh(geom, material);
mesh.rotation.x = -90;
...
function animate() {
var deltaTime = clock.getDelta();
// 更新uniforms中时间,这样就可以更新着色器中time变量的值
material.uniforms._Time.value += deltaTime;
...
}
源码地址
github:https://github.com/eangulee/three.js-study/blob/master/user/uvanimation.html
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