噪声雷达

主要讲解 shader 片元代码部分 分五步
- 第一步 通过 rotate函数 设置 uv 的旋转
- 第二步 绘制圆
- 第三步 噪声函数处理
- 第四步 绘制雷达
- 第五步 取模
rotate函数 设置 uv 的旋转
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
}
2. 绘制圆
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
float opcity = 1.0 - step(0.5 , distance(rotateVuv,vec2(0.5)));
gl_FragColor = vec4(vec3(1.0),opcity);
}

3. 噪声函数处理出来
噪声函数 提供的
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec2 fade(vec2 t)
{
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec2 P)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod(Pi, 289.0);
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0;
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
float opcity = 1.0 - step(0.5 , distance(rotateVuv,vec2(0.5)));
gl_FragColor = vec4(vec3(1.0),opcity);
float dis = length(v_position );
dis = sin( dis + cnoise(vUv * 10.0) * 5.0 + uTime);
gl_FragColor = vec4(vec3(1.0),opcity * dis);
}

4. 绘制雷达
- 可以看到我们这一步和前几步处理起来效果对不上 , 所以我们需要第五步的操作
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
float opcity = 1.0 - step(0.5 , distance(rotateVuv,vec2(0.5)));
gl_FragColor = vec4(vec3(1.0),opcity);
float dis = length(v_position );
dis = sin( dis + cnoise(vUv * 10.0) * 5.0 + uTime);
float angle = atan(rotateVuv.x -0.5,rotateVuv.y - 0.5);
float strength = (angle + 3.14) / 6.28 * 10.0 ;
gl_FragColor = vec4(vec3(1.0), strength + opcity * dis);
}

5. 取模 mod
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
float opcity = 1.0 - step(0.5 , distance(rotateVuv,vec2(0.5)));
gl_FragColor = vec4(vec3(1.0),opcity);
float dis = length(v_position );
dis = sin( dis + cnoise(vUv * 10.0) * 5.0 + uTime);
float angle = atan(rotateVuv.x -0.5,rotateVuv.y - 0.5);
float strength = (angle + 3.14) / 6.28 * 10.0 ;
float st = 1. - step(0.05,mod(dis ,0.65));
if(st == 1.0){
gl_FragColor = vec4(vec3(1.0),opcity * dis);
}
}
5.1 判断 st == 1.0

5.2 判断 st != 1.0
void main(){
vec2 rotateVuv = rotate(vUv , -uTime ,vec2(0.5));
float opcity = 1.0 - step(0.5 , distance(rotateVuv,vec2(0.5)));
gl_FragColor = vec4(vec3(1.0),opcity);
float dis = length(v_position );
dis = sin( dis + cnoise(vUv * 10.0) * 5.0 + uTime);
float angle = atan(rotateVuv.x -0.5,rotateVuv.y - 0.5);
float strength = (angle + 3.14) / 6.28 * 10.0 ;
float st = 1. - step(0.05,mod(dis ,0.65));
if(st == 1.0){
gl_FragColor = vec4(vec3(1.0),opcity * dis);
}else{
vec4 color = mix(vec4(1.0,1.0,0.0,opcity),vec4(1.0,1.0,1.0,0.0),strength + dis);
gl_FragColor = color;
}
}
最终效果
