在Three.js中,是否可以创建一个包含多个纹理的材质(着色器?),每个纹理都有自己的细节,将它们混合在一起并分配给几何体?我想用纸张压花或点UV涂漆等多种涂饰技术来模拟纸张表面.
我想要实现的是具有以下特征的材料:
所有单独图层的原因是我想单独控制它们(替换不同的纹理并在运行时更改值).除了"图像"图层,我不确定应该将其他图层使用哪些混合值来实现逼真的模拟效果.
为了说明适用于纸张的修整技术,请查看以下照片(由PrintHouse Corporation提供):
盲压花(图案)和金箔凹陷(标识,标题)
银箔凹陷(标识)和现货UV清漆(照片)
现货UV清漆(线条)
它可能吗?我找不到任何会使用这种复杂材料的Three.js例子.如果您能指出我或者解释如何以编程方式处理此问题,我将不胜感激.
正如评论所说,您可以使用自定义着色器来完成此操作。您只需要考虑如何在着色器中自己组合不同的层。举个例子,您可以在 js 中设置着色器,如下所示:
blurTexture360 = new THREE.TextureLoader().load(imgURLBlur);
unblurTexture360 = new THREE.TextureLoader().load(imgURLUnblur);
highlight1Texture360 = new THREE.TextureLoader().load(imgURLHighlight1);
highlight2Texture360 = new THREE.TextureLoader().load(imgURLHighlight2);
blurTexture360.magFilter = THREE.LinearFilter;
blurTexture360.minFilter = THREE.LinearFilter;
const shader = THREE.ShaderLib.equirect;
uniforms = {
u_resolution: { type: "v2", value: resolution },
u_blur: { type: "t", value: blurTexture360 },
u_unblur: { type: "t", value: unblurTexture360 },
u_highlight1: { type: "t", value: highlight1Texture360 },
u_highlight2: { type: "t", value: highlight2Texture360 },
u_mix: { type: "f", value: 0.0 },
u_highlightAmt: { type: "f", value: 0.0 },
u_highlight1Bool: { type: "f", value: 1.0 },
u_highlight2Bool: { type: "f", value: 1.0 }
};
let material360 = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: fragmentShader(),
depthWrite: false,
side: THREE.BackSide
});
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然后把制服放在别处
uniforms.u_highlightAmt.value -= 0.05;
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这是当 u_highlight1Bool 或 u_highlight2Bool 设置为 1 或 0 时设置不同纹理的示例。希望这为您提供了一个使用逻辑影响着色器代码的示例。
function fragmentShader() {
return `
uniform sampler2D u_blur;
uniform sampler2D u_unblur;
uniform sampler2D u_highlight1;
uniform sampler2D u_highlight2;
uniform vec2 u_resolution;
uniform float u_mix;
uniform float u_highlight1Bool;
uniform float u_highlight2Bool;
uniform float u_highlightAmt;
varying vec3 vWorldDirection;
#define RECIPROCAL_PI2 0.15915494309189535
#define RECIPROCAL_PI 0.3183098861837907
vec2 equirectUv( in vec3 dir ) {
// dir is assumed to be unit length
float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;
float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
return vec2( u, v );
}
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
vec4 blur = texture2D(u_blur, sampleUV);
vec4 unblur = texture2D(u_unblur, sampleUV);
vec4 highlight1 = texture2D(u_highlight1, sampleUV);
vec4 highlight2 = texture2D(u_highlight2, sampleUV);
blur = mapTexelToLinear( blur );
unblur = mapTexelToLinear( unblur );
highlight1 = mapTexelToLinear(highlight1);
highlight2 = mapTexelToLinear(highlight2);
vec4 highlight = (highlight1*u_highlight1Bool) + (highlight2 * u_highlight2Bool);
vec4 ret = mix(blur, unblur, u_mix);
float thresh = ceil(highlight.r - 0.09) * u_highlightAmt;
ret = mix(ret,highlight,thresh);
gl_FragColor = ret;
}
`;
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我从我的代码中得到了这个: https: //glitch.com/edit/#!/hostileterrain94 ?path=script%2F ThreeSixtyEnv.js%3A202%3A0 它没有很好的记录,但如果你想看看它是如何存在于更广泛的项目请随意浏览。我并不认为这真的很有效,但我知道它可以完成工作。
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