如何创建多色噪声着色器
How to Create a Multi-Colored Noise Shader
我需要一个采用 3 种输入颜色并生成噪声的着色器,如下所示。
在“噪声纹理”和“颜色渐变”节点的帮助下,在 Blender 中很容易实现。
我找到了 this gist,这可能会解决我的问题。但是我无法配置颜色。而且噪音看起来比 Blender 中的结果“更尖锐”。
我是否需要为此编写自己的着色器,或者是否有更简单的方法使用 ThreeJS 实现此效果?
基本上,您只需要两件事:
- 着色器中的噪声函数
- 渐变纹理。
我选择了 FBM 作为噪声,并使用 .onBeforeCompile()
改变了一个内置的 material(标准):
body{
overflow: hidden;
margin: 0;
}
<canvas id="cnvsGradient" width="300" height="50" style="position: absolute; margin: 10px; border: 1px solid aqua"/>
<script>
// https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
const fbm = `
#define NUM_OCTAVES 5
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
`;
</script>
<script type="module">
console.clear();
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x444444);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
let g = new THREE.CylinderBufferGeometry(2, 1, 5, 6, 64);
let pos = g.attributes.position;
let v = new THREE.Vector3();
let axis = new THREE.Vector3(0, 1, 0);
for(let i = 0; i < pos.count; i++){
v.fromBufferAttribute(pos, i);
let ratio = (v.y - (-2.5)) / 5;
v.applyAxisAngle(axis, THREE.MathUtils.degToRad(60) * ratio);
pos.setXYZ(i, v.x, v.y, v.z);
}
g.computeVertexNormals();
let uniforms = {
tex: {
value: setGradient()
}
}
let m = new THREE.MeshStandardMaterial({
metalness: 0.25,
roughness: 0.75,
onBeforeCompile: shader => {
shader.uniforms.tex = uniforms.tex;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
//vPos = (modelMatrix * vec4(position, 1.0)).xyz;
vPos = vec3(position);
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
uniform sampler2D tex;
varying vec3 vPos;
${fbm}
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
float d = fbm(vPos * 0.5);
for(int i = 0; i < 4; i++){
d = fbm(vPos * (float(i) + 1.) * d);
}
vec3 col = texture(tex, vec2(d, 0.5)).rgb;
vec4 diffuseColor = vec4( col, opacity );`
);
//console.log(shader.fragmentShader);
}
});
let o = new THREE.Mesh(g, m);
scene.add(o);
window.addEventListener( 'resize', onWindowResize, false );
renderer.setAnimationLoop(() => {
o.rotation.y += 0.01;
renderer.render(scene, camera);
});
function setGradient(){
let canvas = document.getElementById('cnvsGradient');
let ctx = canvas.getContext('2d');
let gradient = ctx.createLinearGradient(0,0, 300,0);
gradient.addColorStop(0.15, 'yellow');
gradient.addColorStop(.5, 'red');
gradient.addColorStop(0.85, 'blue');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
return new THREE.CanvasTexture(canvas);
}
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( innerWidth, innerHeight );
}
</script>
我需要一个采用 3 种输入颜色并生成噪声的着色器,如下所示。 在“噪声纹理”和“颜色渐变”节点的帮助下,在 Blender 中很容易实现。
我找到了 this gist,这可能会解决我的问题。但是我无法配置颜色。而且噪音看起来比 Blender 中的结果“更尖锐”。
我是否需要为此编写自己的着色器,或者是否有更简单的方法使用 ThreeJS 实现此效果?
基本上,您只需要两件事:
- 着色器中的噪声函数
- 渐变纹理。
我选择了 FBM 作为噪声,并使用 .onBeforeCompile()
改变了一个内置的 material(标准):
body{
overflow: hidden;
margin: 0;
}
<canvas id="cnvsGradient" width="300" height="50" style="position: absolute; margin: 10px; border: 1px solid aqua"/>
<script>
// https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl
const fbm = `
#define NUM_OCTAVES 5
float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
`;
</script>
<script type="module">
console.clear();
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x444444);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff);
light.position.setScalar(10);
scene.add(light);
scene.add(new THREE.AmbientLight(0xffffff, 0.5));
let g = new THREE.CylinderBufferGeometry(2, 1, 5, 6, 64);
let pos = g.attributes.position;
let v = new THREE.Vector3();
let axis = new THREE.Vector3(0, 1, 0);
for(let i = 0; i < pos.count; i++){
v.fromBufferAttribute(pos, i);
let ratio = (v.y - (-2.5)) / 5;
v.applyAxisAngle(axis, THREE.MathUtils.degToRad(60) * ratio);
pos.setXYZ(i, v.x, v.y, v.z);
}
g.computeVertexNormals();
let uniforms = {
tex: {
value: setGradient()
}
}
let m = new THREE.MeshStandardMaterial({
metalness: 0.25,
roughness: 0.75,
onBeforeCompile: shader => {
shader.uniforms.tex = uniforms.tex;
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
//vPos = (modelMatrix * vec4(position, 1.0)).xyz;
vPos = vec3(position);
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
uniform sampler2D tex;
varying vec3 vPos;
${fbm}
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
float d = fbm(vPos * 0.5);
for(int i = 0; i < 4; i++){
d = fbm(vPos * (float(i) + 1.) * d);
}
vec3 col = texture(tex, vec2(d, 0.5)).rgb;
vec4 diffuseColor = vec4( col, opacity );`
);
//console.log(shader.fragmentShader);
}
});
let o = new THREE.Mesh(g, m);
scene.add(o);
window.addEventListener( 'resize', onWindowResize, false );
renderer.setAnimationLoop(() => {
o.rotation.y += 0.01;
renderer.render(scene, camera);
});
function setGradient(){
let canvas = document.getElementById('cnvsGradient');
let ctx = canvas.getContext('2d');
let gradient = ctx.createLinearGradient(0,0, 300,0);
gradient.addColorStop(0.15, 'yellow');
gradient.addColorStop(.5, 'red');
gradient.addColorStop(0.85, 'blue');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvas.width, canvas.height);
return new THREE.CanvasTexture(canvas);
}
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( innerWidth, innerHeight );
}
</script>