火焰 · Fire Shader · ▶ 在线运行案例
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案例合集: 三维可视化功能案例(threehub.cn)
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开源仓库github地址: github.com/z2586300277…
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**400个案例代码: ** 网盘链接

你将学到什么
- ShaderMaterial 自定义着色器实现核心视觉效果
- OrbitControls 相机轨道交互
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示 火焰 效果:基于 WebGL 实现「火焰」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、OrbitControls。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
- Scene / Camera / WebGLRenderer 构成最小渲染闭环;大场景可开
logarithmicDepthBuffer缓解 Z-fighting。 - ShaderMaterial 通过
uniforms+ 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合depthTest: false。 - OrbitControls 提供轨道旋转/缩放;开启
enableDamping后需在 animate 中controls.update()。
实现步骤
- 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理
resize - 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
- 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
- 在
requestAnimationFrame循环中更新状态并 render(Cesium 为viewer.render或自动渲染)
代码要点
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 0, 0.6)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const uniforms = {
iTime: {
value: 0
},
iResolution: {
value: new THREE.Vector2(box.clientWidth, box.clientHeight)
}
}
const geometry = new THREE.PlaneGeometry(1, 1)
const material = new THREE.ShaderMaterial({
uniforms,
transparent: true,
side: THREE.DoubleSide,
vertexShader: `
varying vec3 vPosition;
varying vec2 vUv;
void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
const float PI = 3.14159265359;
uniform float iTime;
uniform vec2 iResolution;
varying vec2 vUv;
vec3 firePalette(float i){
float T = 1400. + 1300.*i; // Temperature range (in Kelvin).
vec3 L = vec3(7.4, 5.6, 4.4); // Red, green, blue wavelengths (in hundreds of nanometers).
L = pow(L,vec3(5)) * (exp(1.43876719683e5/(T*L)) - 1.);
return 1. - exp(-5e8/L); // Exposure level. Set to "50." For "70," change the "5" to a "7," etc.
}
vec3 hash33(vec3 p){
float n = sin(dot(p, vec3(7, 157, 113)));
return fract(vec3(2097152, 262144, 32768)*n);
}
float voronoi(vec3 p){
vec3 b, r, g = floor(p);
p = fract(p); // "p -= g;" works on some GPUs, but not all, for some annoying reason.
float d = 1.;
for(int j = -1; j <= 1; j++) {
for(int i = -1; i <= 1; i++) {
b = vec3(i, j, -1);
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 0.0;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 1.;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
}
}
return d; // Range: [0, 1]
}
float noiseLayers(in vec3 p) {
vec3 t = vec3(0., 0., p.z + iTime*1.5);
const int iter = 5; // Just five layers is enough.
float tot = 0., sum = 0., amp = 1.; // Total, sum, amplitude.
for (int i = 0; i < iter; i++) {
tot += voronoi(p + t) * amp; // Add the layer to the total.
p *= 2.; // Position multiplied by two.
t *= 1.5; // Time multiplied by less than two.
sum += amp; // Sum of amplitudes.
amp *= .5; // Decrease successive layer amplitude, as normal.
}
return tot/sum; // Range: [0, 1].
}
float distanceTo(vec2 src, vec2 dst) {
float dx = src.x - dst.x;
float dy = src.y - dst.y;
float dv = dx * dx + dy * dy;
return sqrt(dv);
}
void main() {
float len = distanceTo(vec2(0.5, 0.5), vec2(vUv.x, vUv.y)) * 2.0;
vec2 uv = (vUv-0.5) * 2.0;
uv += vec2(sin(iTime*.5)*.25, cos(iTime*.5)*.125);
vec3 rd = normalize(vec3(uv.x, uv.y, 3.1415926535898/8.));
float cs = cos(iTime*.25), si = sin(iTime*.25);
rd.xy = rd.xy*mat2(cs, -si, si, cs);
float c = noiseLayers(rd*2.);
c = max(c + dot(hash33(rd)*2. - 1., vec3(.015)), 0.);
c *= sqrt(c)*1.5; // Contrast.
vec3 col = firePalette(c); // Palettization.
col = mix(col, col.zyx*.15 + c*.85, min(pow(dot(rd.xy, rd.xy)*1.2, 1.5), 1.)); // Color dispersion.
col = pow(col, vec3(1.25)); // Tweaking the contrast a little.
gl_FragColor = vec4(sqrt(clamp(col, 0., 1.)), 1.0 - pow(len, 2.0));
}
`
})
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)
animate()
function animate() {
uniforms.iTime.value += 0.01
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
完整源码:GitHub
小结
- 本文提供 火焰 完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库