如何使用 Three.js 和 WebGL 将多个着色器应用于一个 3D 对象

How to apply multiple shaders to one 3D object, using Three.js and WebGL

我正在研究 WebGL。以下是使用 Three.js 的 3D 对象的工作示例。是否可以将多个着色器添加到一个 3D 对象,就像这个一样?如果您能分享一些知识,我们将不胜感激。

我刚刚从一位帮助解决方案的专业人士那里学到了将一种着色器 material 应用于 3D 对象的方法。但是,我很好奇是否要添加多个着色器来为 3D 对象提供更多效果。

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>OBJ loader</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <style>
            body {
                font-family: Monospace;
                background-color: #fff;
                color: #fff;
                margin: 0px;
                overflow: hidden;
            }
            #info {
                color: #fff;
                position: absolute;
                top: 10px;
                width: 100%;
                text-align: center;
                z-index: 100;
                display:block;
            }
            #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
        </style>
    </head>

    <body>


        <script src="http://threejs.org/build/three.min.js"></script>
        <script src="http://threejs.org/examples/js/loaders/OBJLoader.js"></script>

        <script src="http://threejs.org/examples/js/libs/stats.min.js"></script>

        <script>
            var clock = new THREE.Clock();
            var delta = clock.getDelta(); // seconds.
            var rotateAngle = Math.PI / 2 * delta;   // pi/2 radians (90 degrees) per second
            var container, stats;

            var camera, scene, renderer, texture;

            var mouseX = 0, mouseY = 0;

            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;

            init();
            animate();
    //var texture = new THREE.Texture();
                new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {

                    object.traverse( function ( child ) {

                        if ( child instanceof THREE.Mesh ) {

                            child.material.map = texture;

                        }

                    } );

    
                  
                    scene.add( object );

                } );

            function init() {

                container = document.createElement( 'div' );
                document.body.appendChild( container );

                camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 1, 2000 );
                camera.position.z = 100;

                // scene

                scene = new THREE.Scene();

                var ambient = new THREE.AmbientLight( 0x111130 );
                scene.add( ambient );

                var directionalLight = new THREE.DirectionalLight( 0xffeeff );
                directionalLight.position.set( 1, 1,0.5 );
                scene.add( directionalLight );

    
        

                renderer = new THREE.WebGLRenderer();
                renderer.setSize( window.innerWidth, window.innerHeight );
                container.appendChild( renderer.domElement );

                document.addEventListener( 'mousemove', onDocumentMouseMove, false );

                window.addEventListener( 'resize', onWindowResize, false );

            }

            function onWindowResize() {
                windowHalfX = window.innerWidth / 2;
                windowHalfY = window.innerHeight / 2;

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );
            }

            function onDocumentMouseMove( event ) {
                mouseX = ( event.clientX - windowHalfX ) / 2;
                mouseY = ( event.clientY - windowHalfY ) / 2;
            }

            function animate() {
                requestAnimationFrame( animate );
                render();
            }

            function render() {
             

                camera.position.x += ( mouseX - camera.position.x ) * .05;
                camera.position.y += ( - mouseY - camera.position.y ) * .05;

                camera.lookAt( scene.position );

                renderer.render( scene, camera );
            }
        </script>
    </body>
</html>

一般来说,如果几何定义了适当的 groups 数据,在 three.js 中渲染具有多个 material 的网格是可能的。但是,您通常使用不同的 material 渲染网格的不同部分。例如。当有角色模型时,你会用一个 material 渲染皮肤,用另一个渲染布料。

您不想使用这种方法来组合或叠加效果。相反,您必须实现一个自定义着色器,其中包含要应用到表面的所有效果。