2024-06-26 08-57-16火焰
shader
来源
//shadertory:https://www.shadertoy.com/view/ctVGD1//shadertory:https://www.shadertoy.com/view/ml3GWs
代码
import { DoubleSide, ShaderChunk, ShaderMaterial } from "three";export default function getFireMaterial() {//https://www.shadertoy.com/view/ctVGD1/**一个从玻璃花纹修改来的火焰特效shadertory:https://www.shadertoy.com/view/ctVGD1shadertory:https://www.shadertoy.com/view/ml3GWs */const vertex = `
${ShaderChunk.logdepthbuf_pars_vertex}
bool isPerspectiveMatrix(mat4) {return true;
}varying vec4 m_pos;
varying vec2 vUv;
varying vec3 _flame;uniform float uTime;vec2 hash( vec2 p ){p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise1( in vec2 p ){// noise function from IQ himselfconst float K1 = 0.366025404; // (sqrt(3)-1)/2;const float K2 = 0.211324865; // (3-sqrt(3))/6;vec2 i = floor( p + (p.x+p.y)*K1 );vec2 a = p - i + (i.x+i.y)*K2;float m = step(a.y,a.x); vec2 o = vec2(m,1.0-m);vec2 b = a - o + K2;vec2 c = a - 1.0 + 2.0*K2;vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));return dot( n, vec3(70.0) );
}
float noise2(in vec2 p){return0.500*noise1(p*1.0)+0.250*noise1(p*2.0)+0.125*noise1(p*4.0)+0.063*noise1(p*8.0);
}
vec2 noise3(in vec2 p){return vec2(noise2(p), noise2(p + 20.0));
}vec2 noise4(in vec2 p){return noise3(p + noise3(p));
}vec2 transform(in vec2 p){return p + 0.2 * noise4(1.4 * p - vec2(0.0, uTime * 0.8));
}vec3 ud(vec2 p) {p.x = abs(p.x);float q = p.x * (p.y * 11.0 + 1.7);p.x = max(p.x, q);return vec3(1.0, 0.1, 0.0) / pow(length(p), 5.0) * 0.000008;
}void main () {vUv = uv;vec2 st = uv-.5;_flame = ud(transform(st * vec2(1.0, 0.5))); vec3 newPosition = normal*vec3(0,0,0)+position;gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);${ShaderChunk.logdepthbuf_vertex}
}`;// 片元着色器代码const fragment = `
${ShaderChunk.logdepthbuf_pars_fragment}
precision mediump float;varying vec2 vUv;
varying vec3 _flame;void main() {vec2 uv = vUv;vec3 color = vec3(0.,0.,1.);gl_FragColor = vec4(_flame,length(_flame));${ShaderChunk.logdepthbuf_fragment}
}`;const uniforms = {uTime: { value: 1.0 },};const material = new ShaderMaterial({uniforms: {uTime: { value: 1.0 },},vertexShader: vertex,fragmentShader: fragment,side: DoubleSide,transparent: true,depthWrite:true,depthTest:true,alphaTest: 0.5});return material;
}
Mesh
let geometry = new PlaneGeometry(1, 1, 50, 50);let material = getFireMaterial();this.geometry = geometry;this.material = material;let mesh = new Mesh(geometry, material);this.mesh = mesh;let mesh2 = mesh.clone();mesh2.rotation.y = Math.PI / 2;this.add(mesh, mesh2);
动画
let loop = () => {requestAnimationFrame(loop);if ( this.material) {this.material.uniforms.uTime.value += 0.01;}};loop();