Shadertoy是一个流行的在线平台,用于创建和分享WebGL片段着色器。里面有很多令人惊叹的画面,甚至3D场景。本人也移植了几个ShaderToy上的着色器。本文将详细介绍移植过程中需要注意的关键点。
1. 基本结构差异
想要移植ShaderToy的shader到three.js,需要先了解他们直接的差异。他们之间的差异主要在以下几个方面:
-
ShaderToy没有顶点着色器 ShaderTory上面的shader只有片元着色器,没有几何,移植到three.js上需要构造一个默认的顶点着色器,同时提供几何信息。这个也比较简单,使用两个三角形铺面整个视口即可。其实用其他的方式也可以,例如用一个大的三角形,只要有个物体几何能充满整个视口即可。
-
ShaderToy提供了很多内置变量 ShaderToy提供了不少内置变量,,在three.js中需要咱们自己用uniform来传入。ShaderToy内置变量处理方法如下:
全局变量 | 含义 | three.js修改方案核心代码 |
---|---|---|
uniform vec3 iResolution; | 视口大小,单位像素 | uniforms.iResolution = { value: new THREE.Vector2(options.width, options.hieght) } |
uniform float iTime; | 从开始运行到现在的时间,单位秒 | var clock = new THREE.Clock(); this.uniforms.iTime.value = this.clock.getElapsedTime(); |
uniform float iTimeDelta; | 上一帧渲染到现在的时间,单位秒 | var clock = new THREE.Clock(); this.uniforms.iTimeDelta.value = this.clock.getDelta(); |
uniform int iFrame; | 第几帧 | this.uniforms.iFrame.value = this.uniforms.iFrame.value + 1; |
uniform float iChannelTime[4]; | / | / |
uniform vec3 iChannelResolution[4]; | 每个通道的分辨率,单位像素 | uniforms["iChannelResolution"] = { type: "v3v", value: [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), ] }; |
uniform vec4 iMouse; | 是vec4类型,xy是鼠标当前位置与单击位置,zw是单击位置 | document.addEventListener('mousemove', (e) => { material.uniforms.iMouse.value.x = e.clientX; material.uniforms.iMouse.value.y = window.innerHeight - e.clientY; }); document.addEventListener('mousedown', (e) => { material.uniforms.iMouse.value.z = e.clientX; material.uniforms.iMouse.value.w = window.innerHeight - e.clientY; }); |
uniform samplerXX iChanneli; | 通道的纹理 | uniforms["iChannel" + i] = { type: "t", value: texture } |
- ShaderToy语法的差异
ShaderToy语法核心都是 GLSL,只是在在变量命名、输入输出方式、内置函数/变量等方面存在区别。以下是关键语法差异的对比:
ShaderToy | three.js |
---|---|
入口函数是:mainImage(out vec4 fragColor, in vec2 fragCoord) | 入口函数是:void main() |
fragCoord当前像素的坐标 | 用的是gl_FragCoord |
用变量fragColor作为输出 | 通过 gl_FragColor 变量输出 |
不需要定义变量精度 | 需定义精度:precision highp float; precision highp int;precision highp sampler2D;precision highp samplerCube; |
2. 移植基本模版
html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Shadertoy to Three.js</title>
<style>
body {
margin: 0;
overflow: hidden;
}
canvas {
display: block;
}
</style>
</head>
<body>
<script src="./three.min.js"></script>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
console.log(renderer.capabilities.isWebGL2)
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute([-1, -1, 0,
1, -1, 0,
1, 1, 0,
-1, 1, 0], 3))
geometry.setIndex([0, 1, 2, 0, 2, 3]);
const material = new THREE.RawShaderMaterial({
uniforms: {
iResolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
iTime: { value: 0 },
mouse: { value: new THREE.Vector4(0, 0, 0, 0) },
},
// glslVersion: THREE.GLSL3,
vertexShader: `#version 300 es
in vec3 position;
void main() {
gl_Position = vec4(position, 1.0);
}
`,
fragmentShader: `#version 300 es
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp samplerCube;
out vec4 fragColor;
uniform vec2 iResolution;
uniform float iTime;
void main( )
{
vec2 uv = gl_FragCoord.xy/iResolution.xy;// [0,1]
uv -= 0.5;
uv.x *= iResolution.x / iResolution.y;
float d = length(uv);
float r = 0.3;
float c = smoothstep(r, r + 0.002, d);
fragColor = vec4(vec3(c), 1.);
}
`
});
const plane = new THREE.Mesh(geometry, material);
scene.add(plane);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
material.uniforms.iResolution.value.set(window.innerWidth, window.innerHeight);
});
document.addEventListener('mousemove', (e) => {
material.uniforms.iMouse.value.x = e.clientX;
material.uniforms.iMouse.value.y = window.innerHeight - e.clientY;
});
document.addEventListener('mousedown', (e) => {
material.uniforms.iMouse.value.z = e.clientX;
material.uniforms.iMouse.value.w = window.innerHeight - e.clientY;
});
function animate() {
requestAnimationFrame(animate);
material.uniforms.iTime.value = performance.now() / 1000; // 秒为单位
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
这个模版是画圆的实例,效果如下:

有以下几点需要注意:
- 两个三角形面片的坐标已经在[-1, 1]之间,不需要在VertexShader进行坐标变换,所有顶点着色器代码没有MVP矩阵:
plain
#version 300 es
in vec3 position;
void main() {
gl_Position = vec4(position, 1.0);
}
- 使用了RawShaderMaterial而不是ShaderMaterial,这样可对Shader代码进行完全掌控
- 语法上使用了WebGL2.0的语法,如果使用1.0的语法,需去掉版本声明、一些关键字
最后展示一个稍微复杂点的Shader效果:
结语
将Shadertoy着色器移植到Three.js需要对两者之间的差异有清晰理解。正确处理全局变量、语法、渲染管线等关方面的差异,可将绝大多数Shadertoy效果成功移植到Three.js项目中。