three.js创造时空裂缝特效实现示例
目录
- 效果图
- 建模
- 多边形形状
- 随机多边形
- 漂浮动画
- 光照
- 后期处理
效果图
最近受到轮回系作品《寒蝉鸣泣之时》中时空裂缝场景的启发,我用three.js实现了一个实时渲染的时空裂缝场景。本文将简要地介绍下实现该效果的要点。
以下特效全屏观看效果最佳~
<div id="sketch"></div> <div> <div class="fixed z-5 top-0 left-0 loader-screen w-screen h-screen transition-all duration-300 bg-black"> <div class="absolute hv-center"> <div class="loading text-white text-3xl tracking-widest whitespace-no-wrap"> <span style="--i: 0">L</span> <span style="--i: 1">O</span> <span style="--i: 2">A</span> <span style="--i: 3">D</span> <span style="--i: 4">I</span> <span style="--i: 5">N</span> <span style="--i: 6">G</span> </div> </div> </div> <div class="fixed z-4 top-0 left-0 w-screen h-screen text-white text-xl"> <div class="absolute hv-center"> <div class="scene-1 space-y-10 text-center whitespace-no-wrap"> <div class="space-y-4"> <div class="shuffle-text shuffle-text-1">欢迎来到时空裂缝!</div> <div class="shuffle-text shuffle-text-2">在这里,你可以体验穿梭时空的感觉!</div> <div class="shuffle-text shuffle-text-3">准备好了,就点击下面的按钮吧~</div> </div> <button data-text="开始穿梭" class="dash-btn btn btn-primary btn-ghost btn-border-stroke btn-text-float-up"> <div class="btn-borders"> <div class="border-top"></div> <div class="border-right"></div> <div class="border-bottom"></div> <div class="border-left"></div> </div> <span class="btn-text">开始穿梭</span> </button> </div> <div class="scene-2 space-y-10 text-center whitespace-no-wrap"> <div class="space-y-4"> <div class="shuffle-text shuffle-text-4">穿梭的感觉如何?</div> <div class="shuffle-text shuffle-text-5">如果觉得不错,可以推荐给其他小伙伴~</div> <div class="shuffle-text shuffle-text-6">我是alphardex,一个爱写特效的前端</div> </div> </div> </div> </div> </div>
CSS
body { margin: 0; overflow: hidden; } #sketch { width: 100vw; height: 100vh; background: black; } body { background: black; } * { user-select: none; } #sketch { opacity: 0; } .scene-1, .scene-2 { display: none; } .loading span { animation: blur 1.5s calc(var(--i) / 5 * 1s) alternate infinite; } @keyframes blur { to { filter: blur(5px); } } .shuffle-text { display: none; opacity: 0.6; } .dash-btn { opacity: 0; pointer-events: none; } .btn { --hue: 190; --ease-in-duration: 0.25s; --ease-in-exponential: cubic-bezier(0.95, 0.05, 0.795, 0.035); --ease-out-duration: 0.65s; --ease-out-delay: var(--ease-in-duration); --ease-out-exponential: cubic-bezier(0.19, 1, 0.22, 1); position: relative; padding: 1rem 3rem; font-size: 1rem; line-height: 1.5; color: white; text-decoration: none; background-color: hsl(var(--hue), 100%, 41%); border: 1px solid hsl(var(--hue), 100%, 41%); outline: transparent; overflow: hidden; cursor: pointer; user-select: none; white-space: nowrap; transition: 0.25s; } .btn:hover { background: hsl(var(--hue), 100%, 31%); } .btn-primary { --hue: 171; } .btn-ghost { color: hsl(var(--hue), 100%, 41%); background-color: transparent; border-color: hsl(var(--hue), 100%, 41%); } .btn-ghost:hover { color: white; } .btn-border-stroke { border-color: hsla(var(--hue), 100%, 41%, 0.35); } .btn-border-stroke .btn-borders { position: absolute; top: 0; left: 0; width: 100%; height: 100%; } .btn-border-stroke .btn-borders .border-top { position: absolute; top: 0; width: 100%; height: 1px; background: hsl(var(--hue), 100%, 41%); transform: scaleX(0); transform-origin: left; } .btn-border-stroke .btn-borders .border-right { position: absolute; right: 0; width: 1px; height: 100%; background: hsl(var(--hue), 100%, 41%); transform: scaleY(0); transform-origin: bottom; } .btn-border-stroke .btn-borders .border-bottom { position: absolute; bottom: 0; width: 100%; height: 1px; background: hsl(var(--hue), 100%, 41%); transform: scaleX(0); transform-origin: left; } .btn-border-stroke .btn-borders .border-left { position: absolute; left: 0; width: 1px; height: 100%; background: hsl(var(--hue), 100%, 41%); transform: scaleY(0); transform-origin: bottom; } .btn-border-stroke .btn-borders .border-left { transition: var(--ease-out-duration) var(--ease-out-delay) var(--ease-out-exponential); } .btn-border-stroke .btn-borders .border-bottom { transition: var(--ease-out-duration) var(--ease-out-delay) var(--ease-out-exponential); } .btn-border-stroke .btn-borders .border-right { transition: var(--ease-in-duration) var(--ease-in-exponential); } .btn-border-stroke .btn-borders .border-top { transition: var(--ease-in-duration) var(--ease-in-exponential); } .btn-border-stroke:hover { color: hsl(var(--hue), 100%, 41%); background: transparent; } .btn-border-stroke:hover .border-top, .btn-border-stroke:hover .border-bottom { transform: scaleX(1); } .btn-border-stroke:hover .border-left, .btn-border-stroke:hover .border-right { transform: scaleY(1); } .btn-border-stroke:hover .border-left { transition: var(--ease-in-duration) var(--ease-in-exponential); } .btn-border-stroke:hover .border-bottom { transition: var(--ease-in-duration) var(--ease-in-exponential); } .btn-border-stroke:hover .border-right { transition: var(--ease-out-duration) var(--ease-out-delay) var(--ease-out-exponential); } .btn-border-stroke:hover .border-top { transition: var(--ease-out-duration) var(--ease-out-delay) var(--ease-out-exponential); } .btn-text-float-up::after { position: absolute; content: attr(data-text); top: 0; left: 0; width: 100%; height: 100%; display: flex; justify-content: center; align-items: center; opacity: 0; transform: translateY(35%); transition: 0.25s ease-out; } .btn-text-float-up .btn-text { display: block; transition: 0.75s 0.1s var(--ease-out-exponential); } .btn-text-float-up:hover .btn-text { opacity: 0; transform: translateY(-25%); transition: 0.25s ease-out; } .btn-text-float-up:hover::after { opacity: 1; transform: translateY(0); transition: 0.75s 0.1s var(--ease-out-exponential); }
JS
const vertexShader = ` uniform float iTime; uniform vec2 iResolution; uniform vec2 iMouse; varying vec2 vUv; varying vec3 vNormal; varying vec4 vMvPosition; varying vec3 vPosition; uniform vec2 uMouse; uniform float uRandom; uniform float uLayerId; // transform mat2 rotation2d(float angle){ float s=sin(angle); float c=cos(angle); return mat2( c,-s, s,c ); } mat4 rotation3d(vec3 axis,float angle){ axis=normalize(axis); float s=sin(angle); float c=cos(angle); float oc=1.-c; return mat4( oc*axis.x*axis.x+c,oc*axis.x*axis.y-axis.z*s,oc*axis.z*axis.x+axis.y*s,0., oc*axis.x*axis.y+axis.z*s,oc*axis.y*axis.y+c,oc*axis.y*axis.z-axis.x*s,0., oc*axis.z*axis.x-axis.y*s,oc*axis.y*axis.z+axis.x*s,oc*axis.z*axis.z+c,0., 0.,0.,0.,1. ); } vec2 rotate(vec2 v,float angle){ return rotation2d(angle)*v; } vec3 rotate(vec3 v,vec3 axis,float angle){ return(rotation3d(axis,angle)*vec4(v,1.)).xyz; } vec3 distort(vec3 p){ vec3 tx1=vec3(-uMouse.x*uRandom*.05,-uMouse.y*uRandom*.02,0.); p+=tx1; float angle=iTime*uRandom; p=rotate(p,vec3(0.,1.,0.),angle); vec3 tx2=vec3(-uMouse.x*uRandom*.5,-uMouse.y*uRandom*.2,0.); p+=tx2; p*=(.6-uLayerId*.5); return p; } void main(){ vec3 p=position; vec3 N=normal; p=distort(p); N=distort(N); gl_Position=projectionMatrix*modelViewMatrix*vec4(p,1.); vUv=uv; vNormal=N; vMvPosition=modelViewMatrix*vec4(p,1.); vPosition=p; } `; const fragmentShader = ` uniform float iTime; uniform vec2 iResolution; uniform vec2 iMouse; varying vec2 vUv; varying vec3 vNormal; varying vec4 vMvPosition; varying vec3 vPosition; uniform sampler2D uTexture; uniform vec3 uLightPosition; uniform vec3 uLightColor; uniform float uRandom; uniform vec2 uMouse; // transform mat2 rotation2d(float angle){ float s=sin(angle); float c=cos(angle); return mat2( c,-s, s,c ); } mat4 rotation3d(vec3 axis,float angle){ axis=normalize(axis); float s=sin(angle); float c=cos(angle); float oc=1.-c; return mat4( oc*axis.x*axis.x+c,oc*axis.x*axis.y-axis.z*s,oc*axis.z*axis.x+axis.y*s,0., oc*axis.x*axis.y+axis.z*s,oc*axis.y*axis.y+c,oc*axis.y*axis.z-axis.x*s,0., oc*axis.z*axis.x-axis.y*s,oc*axis.y*axis.z+axis.x*s,oc*axis.z*axis.z+c,0., 0.,0.,0.,1. ); } vec2 rotate(vec2 v,float angle){ return rotation2d(angle)*v; } vec3 rotate(vec3 v,vec3 axis,float angle){ return(rotation3d(axis,angle)*vec4(v,1.)).xyz; } // lighting float saturate(float a){ return clamp(a,0.,1.); } float diffuse(vec3 n,vec3 l){ float diff=saturate(dot(n,l)); return diff; } float specular(vec3 n,vec3 l,float shininess){ float spec=pow(saturate(dot(n,l)),shininess); return spec; } float blendSoftLight(float base,float blend){ return(blend<.5)?(2.*base*blend+base*base*(1.-2.*blend)):(sqrt(base)*(2.*blend-1.)+2.*base*(1.-blend)); } vec3 blendSoftLight(vec3 base,vec3 blend){ return vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b)); } // distort vec2 distort(vec2 p){ vec2 m=uMouse; p.x-=(uRandom-m.x*.8)*.5; p.y-=uRandom*.1-iTime*.1; p.x-=.25; p.y-=.5; p=rotate(p,uRandom); p*=2.; return p; } vec3 distortNormal(vec3 p){ p*=vec3(-1.*uRandom*15.,-1.*uRandom*15.,30.5); return p; } // lighting vec4 lighting(vec3 tex,vec3 normal){ vec4 viewLightPosition=viewMatrix*vec4(uLightPosition,0.); vec3 N=normalize(normal); vec3 L=normalize(viewLightPosition.xyz); vec3 dif=tex*uLightColor*diffuse(N,L); vec3 C=-normalize(vMvPosition.xyz); vec3 R=reflect(-L,N); vec3 spe=uLightColor*specular(R,C,500.); vec4 lightingColor=vec4(dif+spe,.5); vec3 softlight=blendSoftLight(tex,spe); float dotRC=dot(R,C); float theta=acos(dotRC/length(R)*length(C)); float a=1.-theta*.3; vec4 col=vec4(tex,a*.01)+vec4(softlight,.02)+(lightingColor*a); return col; } void main(){ vec2 p=vUv; vec3 N=vNormal; p=distort(p); N=distortNormal(N); vec4 tex=texture2D(uTexture,p); vec4 col=tex; col=lighting(tex.xyz,N); gl_FragColor=col; } `; const vertexShader2 = ` uniform float iTime; uniform vec2 iResolution; uniform vec2 iMouse; varying vec2 vUv; void main(){ vec3 p=position; gl_Position=projectionMatrix*modelViewMatrix*vec4(p,1.); vUv=uv; } `; const fragmentShader2 = ` uniform float iTime; uniform vec2 iResolution; uniform vec2 iMouse; uniform sampler2D tDiffuse; varying vec2 vUv; uniform float uRGBShift; vec4 RGBShift(sampler2D t,vec2 rUv,vec2 gUv,vec2 bUv){ vec4 color1=texture2D(t,rUv); vec4 color2=texture2D(t,gUv); vec4 color3=texture2D(t,bUv); vec4 color=vec4(color1.r,color2.g,color3.b,color2.a); return color; } highp float random(vec2 co) { highp float a=12.9898; highp float b=78.233; highp float c=43758.5453; highp float dt=dot(co.xy,vec2(a,b)); highp float sn=mod(dt,3.14); return fract(sin(sn)*c); } void main(){ vec2 p=vUv; vec4 col=vec4(0.); // RGB Shift float n=random(p+mod(iTime,1.))*.1+.5; vec2 offset=vec2(cos(n),sin(n))*.0025*uRGBShift; vec2 rUv=p+offset; vec2 gUv=p; vec2 bUv=p-offset; col=RGBShift(tDiffuse,rUv,gUv,bUv); gl_FragColor=col; } `; class Fragment extends kokomi.Component { constructor(base, config = {}) { super(base); const { material, points } = config; this.points = kokomi.polySort(points); // const geometry = new THREE.PlaneGeometry(0.1, 0.1, 16, 16); const shape = kokomi.createPolygonShape(this.points, { scale: 0.01, }); const geometry = new THREE.ExtrudeGeometry(shape, { steps: 1, depth: 0.0001, bevelEnabled: true, bevelThickness: 0.0005, bevelSize: 0.0005, bevelSegments: 1, }); geometry.center(); const matClone = material.clone(); matClone.uniforms.uRandom.value = THREE.MathUtils.randFloat(0.1, 1.1); const mesh = new THREE.Mesh(geometry, matClone); this.mesh = mesh; const uj = new kokomi.UniformInjector(this.base); this.uj = uj; } addExisting() { this.base.scene.add(this.mesh); } update() { this.uj.injectShadertoyUniforms(this.mesh.material.uniforms); gsap.to(this.mesh.material.uniforms.uMouse.value, { x: this.base.interactionManager.mouse.x, }); gsap.to(this.mesh.material.uniforms.uMouse.value, { y: this.base.interactionManager.mouse.y, }); const lp = this.base.clock.elapsedTime * 0.01; this.mesh.material.uniforms.uLightPosition.value.copy( new THREE.Vector3(Math.cos(lp), Math.sin(lp), 10) ); } } class FragmentGroup extends kokomi.Component { constructor(base, config = {}) { super(base); const { material, layerId = 0, polygons } = config; const g = new THREE.Group(); this.g = g; const frags = polygons.map((points, i) => { const frag = new Fragment(this.base, { material, points, }); frag.addExisting(); const firstPoint = frag.points[0]; frag.mesh.position.set( firstPoint.x * 0.01, firstPoint.y * -0.01, THREE.MathUtils.randFloat(-3, -1) ); frag.mesh.material.uniforms.uLayerId.value = layerId; g.add(frag.mesh); return frag; }); this.g.position.z = 2 - 1.5 * layerId; this.frags = frags; } addExisting() { this.base.scene.add(this.g); } } const generatePolygons = (config = {}) => { const { gridX = 10, gridY = 20, maxX = 9, maxY = 9 } = config; const polygons = []; for (let i = 0; i < gridX; i++) { for (let j = 0; j < gridY; j++) { const points = []; let edgeCount = 3; const randEdgePossibility = Math.random(); if (randEdgePossibility > 0 && randEdgePossibility <= 0.2) { edgeCount = 3; } else if (randEdgePossibility > 0.2 && randEdgePossibility <= 0.55) { edgeCount = 4; } else if (randEdgePossibility > 0.55 && randEdgePossibility <= 0.9) { edgeCount = 5; } else if (randEdgePossibility > 0.9 && randEdgePossibility <= 0.95) { edgeCount = 6; } else if (randEdgePossibility > 0.95 && randEdgePossibility <= 1) { edgeCount = 7; } let firstPoint = { x: 0, y: 0, }; let angle = THREE.MathUtils.randFloat(0, 2 * Math.PI); for (let k = 0; k < edgeCount; k++) { if (k === 0) { firstPoint = { x: (i % maxX) * 10, y: (j % maxY) * 10, }; points.push(firstPoint); } else { // random polar const r = 10; angle += THREE.MathUtils.randFloat(0, Math.PI / 2); const anotherPoint = { x: firstPoint.x + r * Math.cos(angle), y: firstPoint.y + r * Math.sin(angle), }; points.push(anotherPoint); } } polygons.push(points); } } return polygons; }; class FragmentWorld extends kokomi.Component { constructor(base, config = {}) { super(base); const { material } = config; const fgsContainer = new THREE.Group(); this.base.scene.add(fgsContainer); fgsContainer.position.copy(new THREE.Vector3(-0.36, 0.36, 0.1)); // fragment groups const polygons = generatePolygons(); const fgs = [...Array(2).keys()].map((item, i) => { const fg = new FragmentGroup(this.base, { material, layerId: i, polygons, }); fg.addExisting(); fgsContainer.add(fg.g); return fg; }); this.fgs = fgs; // clone group for infinite loop const fgsContainer2 = new THREE.Group().copy(fgsContainer.clone()); fgsContainer2.position.y = fgsContainer.position.y - 1; const totalG = new THREE.Group(); totalG.add(fgsContainer); totalG.add(fgsContainer2); this.totalG = totalG; // anime this.floatDistance = 0; this.floatSpeed = 1; this.floatMaxDistance = 1; this.isDashing = false; } addExisting() { this.base.scene.add(this.totalG); } update() { this.floatDistance += this.floatSpeed; const y = this.floatDistance * 0.001; if (y > this.floatMaxDistance) { this.floatDistance = 0; } if (this.totalG) { this.totalG.position.y = y; } } speedUp() { gsap.to(this, { floatSpeed: 50, duration: 4, ease: "power2.in", }); } speedDown() { gsap.to(this, { floatSpeed: 1, duration: 6, ease: "power3.inOut", }); } async dash(duration = 5000, cb) { if (this.isDashing) { return; } this.isDashing = true; this.speedUp(); await kokomi.sleep(duration); if (cb) { cb(); } this.speedDown(); } changeTexture(name) { this.fgs.forEach((fg) => { fg.frags.forEach((frag) => { const tex = this.base.am.items[name]; tex.wrapS = THREE.RepeatWrapping; tex.wrapT = THREE.RepeatWrapping; frag.mesh.material.uniforms.uTexture.value = tex; }); }); } } class Sketch extends kokomi.Base { create() { this.camera.position.set(0, 0, 1.5); this.camera.fov = 10; this.camera.near = 0.01; this.camera.far = 10000; this.camera.updateProjectionMatrix(); const resourceList = [ { name: "tex1", type: "texture", path: "https://s2.loli.net/2022/11/19/cqOho3ZKCXfTdzw.jpg", }, { name: "tex2", type: "texture", path: "https://s2.loli.net/2022/11/20/8E6yHP9kAawc7Wr.jpg", }, ]; const am = new kokomi.AssetManager(this, resourceList); this.am = am; am.on("ready", async () => { const tex = am.items["tex1"]; tex.wrapS = THREE.RepeatWrapping; tex.wrapT = THREE.RepeatWrapping; const uj = new kokomi.UniformInjector(this); const material = new THREE.ShaderMaterial({ vertexShader, fragmentShader, side: THREE.DoubleSide, transparent: true, uniforms: { ...uj.shadertoyUniforms, uTexture: { value: tex, }, uLightPosition: { value: new THREE.Vector3(-0.2, -0.2, 3), }, uLightColor: { value: new THREE.Color("#eeeeee"), }, uRandom: { value: THREE.MathUtils.randFloat(0.1, 1.1), }, uMouse: { value: new THREE.Vector2(0.5, 0.5), }, uLayerId: { value: 0, }, }, }); // fragment world const fw = new FragmentWorld(this, { material, }); fw.addExisting(); this.fw = fw; // postprocessing const ce = new kokomi.CustomEffect(this, { vertexShader: vertexShader2, fragmentShader: fragmentShader2, uniforms: { uRGBShift: { value: 1, }, }, }); ce.addExisting(); // DOM const shuffleText = (sel) => { gsap.set(sel, { display: "block", }); const st = new ShuffleText(document.querySelector(sel)); st.start(); }; const start = async () => { document.querySelector(".loader-screen").classList.add("hollow"); await kokomi.sleep(500); gsap.to("#sketch", { opacity: 1, }); await kokomi.sleep(1000); await startScene1(); }; const startScene2 = async () => { gsap.set(".scene-2", { display: "block", }); shuffleText(".shuffle-text-4"); await kokomi.sleep(1000); shuffleText(".shuffle-text-5"); await kokomi.sleep(1000); shuffleText(".shuffle-text-6"); await kokomi.sleep(6000); gsap.to(".scene-2", { opacity: 0, pointerEvents: "none", }); }; const startScene1 = async () => { gsap.set(".scene-1", { display: "block", }); shuffleText(".shuffle-text-1"); await kokomi.sleep(1000); shuffleText(".shuffle-text-2"); await kokomi.sleep(1000); shuffleText(".shuffle-text-3"); await kokomi.sleep(1000); gsap.to(".dash-btn", { opacity: 1, pointerEvents: "auto", }); document .querySelector(".dash-btn") .addEventListener("click", async () => { gsap.set(".dash-btn", { pointerEvents: "none", }); gsap.to(".scene-1", { opacity: 0, pointerEvents: "none", display: "none", }); await this.fw.dash(5000, () => { this.fw.changeTexture("tex2"); }); await kokomi.sleep(5000); await startScene2(); }); }; await start(); }); } } const createSketch = () => { const sketch = new Sketch(); sketch.create(); return sketch; }; createSketch();
运行效果
建模
多边形形状
首先,创造一个最初始的平面
建模,也就是定制化geometry
要想创建玻璃碎片一般的形状的话,也就是要创造一个多边形的形状
这就要用到kokomi.js的这2个函数createPolygonShape和polySort:前者能接收一系列的点来创造一个多边形Shape
,后者能给无序的点进行排序以符合多边形的描画
创建形状Shape
后,再传进ExtrudeGeometry
将其3D化成geometry
即可,这里depth
等值故意设得很小,是为了模拟玻璃碎片的纤细程度
let points = [ { x: 0, y: 0 }, { x: 25, y: 0 }, { x: 45, y: 45 }, { x: 0, y: 25 }, ]; points = kokomi.polySort(points); const shape = kokomi.createPolygonShape(points, { scale: 0.01, }); const geometry = new THREE.ExtrudeGeometry(shape, { steps: 1, depth: 0.0001, bevelEnabled: true, bevelThickness: 0.0005, bevelSize: 0.0005, bevelSegments: 1, }); geometry.center();
随机多边形
为了创建随机的多边形,我特意设计了一套算法,大致是这样的:
- 多边形是按二维网格排布的,这样就能尽可能避免有重合的情况出现
- 多边形的边数
edgeCount
按个人喜好用随机概率来控制 - 多边形的第一个点决定了它在网格上的位置,其他的点是以它为圆心延伸出来的随机角度的点(跟圆有关因此用到了极坐标公式)
const generatePolygons = (config = {}) => { const { gridX = 10, gridY = 20, maxX = 9, maxY = 9 } = config; const polygons = []; for (let i = 0; i < gridX; i++) { for (let j = 0; j < gridY; j++) { const points = []; let edgeCount = 3; const randEdgePossibility = Math.random(); if (randEdgePossibility > 0 && randEdgePossibility <= 0.2) { edgeCount = 3; } else if (randEdgePossibility > 0.2 && randEdgePossibility <= 0.55) { edgeCount = 4; } else if (randEdgePossibility > 0.55 && randEdgePossibility <= 0.9) { edgeCount = 5; } else if (randEdgePossibility > 0.9 && randEdgePossibility <= 0.95) { edgeCount = 6; } else if (randEdgePossibility > 0.95 && randEdgePossibility <= 1) { edgeCount = 7; } let firstPoint = { x: 0, y: 0, }; let angle = THREE.MathUtils.randFloat(0, 2 * Math.PI); for (let k = 0; k < edgeCount; k++) { if (k === 0) { firstPoint = { x: (i % maxX) * 10, y: (j % maxY) * 10, }; points.push(firstPoint); } else { // random polar const r = 10; angle += THREE.MathUtils.randFloat(0, Math.PI / 2); const anotherPoint = { x: firstPoint.x + r * Math.cos(angle), y: firstPoint.y + r * Math.sin(angle), }; points.push(anotherPoint); } } polygons.push(points); } } return polygons; };
用该算法来创建多边形组,再调整下相机和多边形组的位置和缩放,就有了下图的效果
漂浮动画
将多边形组整体向上偏移,超出界限则重置高度
let floatDistance = 0; let floatSpeed = 1; let floatMaxDistance = 1; this.update(() => { floatDistance += floatSpeed; const y = floatDistance * 0.001; if (y > floatMaxDistance) { floatDistance = 0; } totalG.position.y = y; });
将相机靠近,你就会觉得像是每个多边形在上升(其实是整体的容器在上升)
接下来还有2点可以优化下:
- 要想达成一种大小错落的层次感,我们可以拷贝一份多边形组,将其的z轴位置往后移即可
- 要想达成无限上升的动画“假象”,我们需要再整体拷贝一份多边形组(包括组本身和偏移z轴后的组),将它和之前的那组在y轴上错开,这样动画就能无限衔接了
光照
这里可以自由表现,可以尝试以下几种手法:
- 漫反射光和镜面反射光相结合
- 扭曲顶点、法线和uv
- 根据光线动态计算透明度,以形成玻璃般的效果
后期处理
同样也可以自由表现,可以尝试以下几种手法:
- RGB扭曲(该特效所采用的)
- 色差
- 景深效果
- 噪声点阵。
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