Lee*_*ski 32
接受挑战!
首先,您可以编写一个顶点着色器,它采用灰度图像并将其用作高度图,并包含一个变化的浮点(vAmount
在下面称为),以传递给片段着色器以确定在该点显示(混合)的纹理.
uniform sampler2D bumpTexture;
uniform float bumpScale;
varying float vAmount;
varying vec2 vUV;
void main()
{
vUV = uv;
vec4 bumpData = texture2D( bumpTexture, uv );
vAmount = bumpData.r; // assuming map is grayscale it doesn't matter if you use r, g, or b.
// move the position along the normal
vec3 newPosition = position + normal * bumpScale * vAmount;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
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接下来是片段着色器,它可以包含不同高程所需的许多纹理,并且有一个很好的内置函数smoothstep
,可以使平滑过渡更容易计算.
这种片段着色器的代码示例:
uniform sampler2D oceanTexture;
uniform sampler2D sandyTexture;
uniform sampler2D grassTexture;
uniform sampler2D rockyTexture;
uniform sampler2D snowyTexture;
varying vec2 vUV;
varying float vAmount;
void main()
{
vec4 water = (smoothstep(0.01, 0.25, vAmount) - smoothstep(0.24, 0.26, vAmount)) * texture2D( oceanTexture, vUV * 10.0 );
vec4 sandy = (smoothstep(0.24, 0.27, vAmount) - smoothstep(0.28, 0.31, vAmount)) * texture2D( sandyTexture, vUV * 10.0 );
vec4 grass = (smoothstep(0.28, 0.32, vAmount) - smoothstep(0.35, 0.40, vAmount)) * texture2D( grassTexture, vUV * 20.0 );
vec4 rocky = (smoothstep(0.30, 0.50, vAmount) - smoothstep(0.40, 0.70, vAmount)) * texture2D( rockyTexture, vUV * 20.0 );
vec4 snowy = (smoothstep(0.50, 0.65, vAmount)) * texture2D( snowyTexture, vUV * 10.0 );
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) + water + sandy + grass + rocky + snowy;
}
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然后你可以使用a THREE.ShaderMaterial
来为给定的网格使用它.上面的代码在http://stemkoski.github.io/Three.js/Shader-Heightmap-Textures.html上实现,并产生如下结果:
希望这有助于您入门.快乐的编码!
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