的PhongMaterial着色器使用的alpha贴图的像素值作为如见于源HEREα值。
如果不动态生成aphaMap或更改着色器,您将无法补间。
这听起来像它可能会更好地创建自己的ShaderMaterial。
HERE是谁博士时光隧道类型着色器的一个例子,它具有透明度(改变身体的背景颜色)
<script id="tunnelVertexShader" type="x-shader/x-vertex">
varying vec3 vPosition;
void main(void) {
vPosition = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
</script>
<script id="tunnelFragmentShader" type="x-shader/x-fragment">
varying vec3 vPosition;
uniform vec3 color;
uniform vec3 noiseScale;
uniform float speed;
uniform float time;
uniform float intensity;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec4 mod289(vec4 x) {
return x - floor(x * (1.0/289.0)) * 289.0; }
float mod289(float x) {
return x - floor(x * (1.0/289.0)) * 289.0; }
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
float permute(float x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float taylorInvSqrt(float r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 grad4(float j, vec4 ip)
{
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor(fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(vec4 v)
{
const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
vec4 i = floor(v + dot(v, vec4(F4)));
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step(x0.yzw, x0.xxx);
vec3 isYZ = step(x0.zww, x0.yyz);
// i0.x = dot(isX, vec3(1.0));
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot(isYZ.xy, vec2(1.0));
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp(i0, 0.0, 1.0);
vec4 i2 = clamp(i0-1.0, 0.0, 1.0);
vec4 i1 = clamp(i0-2.0, 0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xxxx
// x1 = x0 - i1 + 1.0 * C.xxxx
// x2 = x0 - i2 + 2.0 * C.xxxx
// x3 = x0 - i3 + 3.0 * C.xxxx
// x4 = x0 - 1.0 + 4.0 * C.xxxx
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute(permute(permute(permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * (dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
+ dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4)))) ;
}
float turbulence(vec3 p) {
float t = -0.5;
for (float f = 1.0 ; f <= 5.0 ; f++){
float power = pow(2.0, f);
t += abs(snoise(vec4(power * p, time)));
}
return t/5.0 * intensity;
}
void main() {
vec3 nPos = vec3(vPosition.x, vPosition.y - (speed * time), vPosition.z);
float n = turbulence(nPos/(0.0 - noiseScale));
vec3 finalColor = vec3(color.x * n, color.y * n, color.z * n);
float finalAlpha = finalColor.x + finalColor.y + finalColor.z;
gl_FragColor = vec4(finalColor, finalAlpha);
}
</script>
哦,不,这是个可怕的消息对我来说。我刚开始用3D工作......着色器对我来说并不容易。我必须使用alpha贴图的纹理......至少我知道如何去做。 ShaderMaterial可以使用纹理,然后使用制服以某种方式更改不透明度。一些线索会帮助我规划出来。 –
如果我更改整个PhongMaterial着色器,那么使用着色器的其他对象是否不透明度发生变化? –
是的,是...... – 2pha