在Three.js的世界中,后期处理是提升视觉效果的关键技术。本文将深入探讨如何通过后期处理实现镜头颜色滤镜、点阵效果以及颜色管道的应用,为你的3D场景增添独特的视觉风格。
引言:后期处理的力量
Three.js的后期处理允许我们在渲染完成后对图像进行额外的处理,这为我们创造了无限的可能性。通过组合各种后期处理效果,我们可以模拟真实世界的镜头特性、创建风格化的视觉效果,甚至实现完全独特的视觉体验。
基础准备:设置后期处理管道
首先,我们需要设置基本的后期处理环境:
js
import * as THREE from 'three';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
// 创建场景、相机和渲染器
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);
// 创建效果组合器
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera)
composer.addPass(renderPass);
const animate() {
requestAnimationFrame(animate);
//renderer.render(scene, camera);
composer.render();
}
animate()
实现多通道颜色处理


js
import { ColorifyShader } from 'three/examples/jsm/shaders/ColorifyShader.js';
// 添加颜色调整通道
const colorAisle = (color)=>{
const colorifyPass = new ShaderPass(ColorifyShader);
colorifyPass.uniforms.color.value = new Color( color || 0x1922FF); // 设置颜色调整值
return colorifyPass
}
composer.addPass(colorAisle(0x19FFC9));
实现镜头颜色效果


js
const LensColor = {
uniforms: {
tDiffuse: {
value: null
},
vignetteColor: {
value: new THREE.Color(0xff1212)
},
vignetteOffset: {
value: 1.0
},
vignetteTexture: {
value: null
}
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float vignetteOffset;
uniform vec3 vignetteColor;
#ifdef USE_VIGNETTE_TEXTURE
uniform sampler2D vignetteTexture;
#endif
varying vec2 vUv;
void main() {
vec4 color = texture2D(tDiffuse, vUv);
vec2 uv = (vUv - vec2(0.5)) * vec2(vignetteOffset);
vec3 color2 = vignetteColor;
#ifdef USE_VIGNETTE_TEXTURE
color2 *= texture2D(vignetteTexture, vUv).rgb;
#endif
color.rgb = mix(color.rgb, color2, clamp(dot(uv, uv), 0.0, 1.0));
gl_FragColor = color;
}
`
}
// 镜头颜色
const lensColor = ()=> new ShaderPass(LensColor);
LensColor.uniforms.vignetteColor.value = new THREE.Color(0xff1212)
LensColor.uniforms.vignetteOffset.value = 1
composer.addPass(lensColor);
实现点阵效果

js
import { DotScreenPass } from 'three/examples/jsm/postprocessing/DotScreenPass.js';
//angle 1 点阵的旋转角度, scale 2 点大小
const dotScreenPass = ()=> new DotScreenPass(new Vector2(window.innerWidth,window.innerHeight),1,2)
composer.addPass(dotScreenPass);
色差-红蓝分离

js
const ColorDifference = {
uniforms: {
tDiffuse: {
value: null
},
chromaFactor: {
value: .025
},
uResolutionRatio: {
value: new THREE.Vector2(1, 1)
},
resolution: {
value: new THREE.Vector2(1 / 1024, 1 / 512)
}
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float chromaFactor;
uniform vec2 uResolutionRatio;
uniform vec2 resolution;
varying vec2 vUv;
void main() {
vec2 uv = vUv;
vec2 dist = uv - 0.5;
vec2 offset = chromaFactor * dist * length(dist);
vec4 col = texture2D(tDiffuse, min(uv, 1.0 - resolution) * uResolutionRatio);
col.r = texture2D(tDiffuse, min(uv - offset, 1.0 - resolution) * uResolutionRatio).r;
col.b = texture2D(tDiffuse, min(uv + offset, 1.0 - resolution) * uResolutionRatio).b;
gl_FragColor = col;
}`
}
// 色差-红蓝分离
const chromaticAberration = ()=>{
const chroma = new ShaderPass(ColorDifference);
chroma.uniforms.chromaFactor.value = 0.25 // 设置颜色调整值
return chroma
}
composer.addPass(chromaticAberration);
写在最后
实践是检验真理唯一且有效的途径。在three.js中后期处理 每一种效果的先后顺序会影响整体呈现效果
下一篇预告
噪点
1. 正常模式噪点

2. 深度模式

颜色调整
1. 调整前

2. 调整后

