threejs-shaders

threejs-shaders

熱門

Three.js 著色器 - GLSL、ShaderMaterial、uniforms、自訂特效。用於建立自訂視覺特效、修改頂點、撰寫片段著色器或擴充內建材質。

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更新於 2026/7/9
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threejs-shaders
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Three.js 著色器 - GLSL、ShaderMaterial、uniforms、自訂特效。用於建立自訂視覺特效、修改頂點、撰寫片段著色器或擴充內建材質。

Three.js 著色器

快速開始

import * as THREE from "three";

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    color: { value: new THREE.Color(0xff0000) },
  },
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform vec3 color;

    void main() {
      gl_FragColor = vec4(color, 1.0);
    }
  `,
});

// 在動畫迴圈中更新
material.uniforms.time.value = clock.getElapsedTime();

ShaderMaterial vs RawShaderMaterial

ShaderMaterial

Three.js 提供內建的 uniforms 與 attributes。

const material = new THREE.ShaderMaterial({
  vertexShader: `
    // 可用的內建 uniforms:
    // uniform mat4 modelMatrix;
    // uniform mat4 modelViewMatrix;
    // uniform mat4 projectionMatrix;
    // uniform mat4 viewMatrix;
    // uniform mat3 normalMatrix;
    // uniform vec3 cameraPosition;

    // 可用的內建 attributes:
    // attribute vec3 position;
    // attribute vec3 normal;
    // attribute vec2 uv;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

RawShaderMaterial

完全控制 - 你需要定義所有東西。

const material = new THREE.RawShaderMaterial({
  uniforms: {
    projectionMatrix: { value: camera.projectionMatrix },
    modelViewMatrix: { value: new THREE.Matrix4() },
  },
  vertexShader: `
    precision highp float;

    attribute vec3 position;
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    precision highp float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Uniforms

Uniform 類型

const material = new THREE.ShaderMaterial({
  uniforms: {
    // 數值
    floatValue: { value: 1.5 },
    intValue: { value: 1 },

    // 向量
    vec2Value: { value: new THREE.Vector2(1, 2) },
    vec3Value: { value: new THREE.Vector3(1, 2, 3) },
    vec4Value: { value: new THREE.Vector4(1, 2, 3, 4) },

    // 顏色(轉換為 vec3)
    colorValue: { value: new THREE.Color(0xff0000) },

    // 矩陣
    mat3Value: { value: new THREE.Matrix3() },
    mat4Value: { value: new THREE.Matrix4() },

    // 紋理
    textureValue: { value: texture },
    cubeTextureValue: { value: cubeTexture },

    // 陣列
    floatArray: { value: [1.0, 2.0, 3.0] },
    vec3Array: {
      value: [new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 1, 0)],
    },
  },
});

GLSL 宣告

// 在著色器中
uniform float floatValue;
uniform int intValue;
uniform vec2 vec2Value;
uniform vec3 vec3Value;
uniform vec3 colorValue;    // 顏色變成 vec3
uniform vec4 vec4Value;
uniform mat3 mat3Value;
uniform mat4 mat4Value;
uniform sampler2D textureValue;
uniform samplerCube cubeTextureValue;
uniform float floatArray[3];
uniform vec3 vec3Array[2];

更新 Uniforms

// 直接賦值
material.uniforms.time.value = clock.getElapsedTime();

// 向量/顏色更新
material.uniforms.position.value.set(x, y, z);
material.uniforms.color.value.setHSL(hue, 1, 0.5);

// 矩陣更新
material.uniforms.matrix.value.copy(mesh.matrixWorld);

Varyings

將資料從頂點著色器傳遞到片段著色器。

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

    void main() {
      vUv = uv;
      vNormal = normalize(normalMatrix * normal);
      vPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

    void main() {
      // 使用插值後的數值
      gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
    }
  `,
});

常見著色器模式

紋理取樣

const material = new THREE.ShaderMaterial({
  uniforms: {
    map: { value: texture },
  },
  vertexShader: `
    varying vec2 vUv;

    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D map;
    varying vec2 vUv;

    void main() {
      vec4 texColor = texture2D(map, vUv);
      gl_FragColor = texColor;
    }
  `,
});

頂點位移

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    amplitude: { value: 0.5 },
  },
  vertexShader: `
    uniform float time;
    uniform float amplitude;

    void main() {
      vec3 pos = position;

      // 波浪位移
      pos.z += sin(pos.x * 5.0 + time) * amplitude;
      pos.z += sin(pos.y * 5.0 + time) * amplitude;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
    }
  `,
});

菲涅耳效應

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      // cameraPosition 由 ShaderMaterial 自動提供
      vec3 viewDirection = normalize(cameraPosition - vWorldPosition);
      float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);

      vec3 baseColor = vec3(0.0, 0.0, 0.5);
      vec3 fresnelColor = vec3(0.5, 0.8, 1.0);

      gl_FragColor = vec4(mix(baseColor, fresnelColor, fresnel), 1.0);
    }
  `,
});

基於噪聲的效果

// 簡單的隨機函數
float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}

// 值噪聲
float noise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);

  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));

  vec2 u = f * f * (3.0 - 2.0 * f);

  return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}

// 使用方式
float n = noise(vUv * 10.0 + time);

漸層

// 線性漸層
vec3 color = mix(colorA, colorB, vUv.y);

// 放射漸層
float dist = distance(vUv, vec2(0.5));
vec3 color = mix(centerColor, edgeColor, dist * 2.0);

// 自訂曲線的平滑漸層
float t = smoothstep(0.0, 1.0, vUv.y);
vec3 color = mix(colorA, colorB, t);

邊緣光

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
      vViewPosition = mvPosition.xyz;
      gl_Position = projectionMatrix * mvPosition;
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vec3 viewDir = normalize(-vViewPosition);
      float rim = 1.0 - max(0.0, dot(viewDir, vNormal));
      rim = pow(rim, 4.0);

      vec3 baseColor = vec3(0.2, 0.2, 0.8);
      vec3 rimColor = vec3(1.0, 0.5, 0.0);

      gl_FragColor = vec4(baseColor + rimColor * rim, 1.0);
    }
  `,
});

溶解效果

uniform float progress;
uniform sampler2D noiseMap;

void main() {
  float noise = texture2D(noiseMap, vUv).r;

  if (noise < progress) {
    discard;
  }

  // 邊緣發光
  float edge = smoothstep(progress, progress + 0.1, noise);
  vec3 edgeColor = vec3(1.0, 0.5, 0.0);
  vec3 baseColor = vec3(0.5);

  gl_FragColor = vec4(mix(edgeColor, baseColor, edge), 1.0);
}

擴充內建材質

onBeforeCompile

修改現有材質的著色器。

const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });

material.onBeforeCompile = (shader) => {
  // 加入自訂 uniform
  shader.uniforms.time = { value: 0 };

  // 儲存參考以便更新
  material.userData.shader = shader;

  // 修改頂點著色器
  shader.vertexShader = shader.vertexShader.replace(
    "#include <begin_vertex>",
    `
    #include <begin_vertex>
    transformed.y += sin(position.x * 10.0 + time) * 0.1;
    `,
  );

  // 加入 uniform 宣告
  shader.vertexShader = "uniform float time;\n" + shader.vertexShader;
};

// 在動畫迴圈中更新
if (material.userData.shader) {
  material.userData.shader.uniforms.time.value = clock.getElapsedTime();
}

常見注入點

// 頂點著色器區塊
"#include <begin_vertex>"; // 在 position 計算之後
"#include <project_vertex>"; // 在 gl_Position 之後
"#include <beginnormal_vertex>"; // 法線計算開始

// 片段著色器區塊
"#include <color_fragment>"; // 在 diffuse color 之後
"#include <output_fragment>"; // 最終輸出
"#include <fog_fragment>"; // 在 fog 套用之後

GLSL 內建函數

數學函數

// 基本
abs(x), sign(x), floor(x), ceil(x), fract(x)
mod(x, y), min(x, y), max(x, y), clamp(x, min, max)
mix(a, b, t), step(edge, x), smoothstep(edge0, edge1, x)

// 三角函數
sin(x), cos(x), tan(x)
asin(x), acos(x), atan(y, x), atan(x)
radians(degrees), degrees(radians)

// 指數函數
pow(x, y), exp(x), log(x), exp2(x), log2(x)
sqrt(x), inversesqrt(x)

向量函數

// 長度與距離
length(v), distance(p0, p1), dot(x, y), cross(x, y)

// 正規化
normalize(v)

// 反射與折射
reflect(I, N), refract(I, N, eta)

// 逐分量比較
lessThan(x, y), lessThanEqual(x, y)
greaterThan(x, y), greaterThanEqual(x, y)
equal(x, y), notEqual(x, y)
any(bvec), all(bvec)

紋理函數

// GLSL 1.0(預設)- 使用 texture2D/textureCube
texture2D(sampler, coord)
texture2D(sampler, coord, bias)
textureCube(sampler, coord)

// GLSL 3.0(glslVersion: THREE.GLSL3)- 使用 texture()
// texture(sampler, coord) 取代 texture2D/textureCube
// 另外使用 out vec4 fragColor 取代 gl_FragColor

// 紋理大小(GLSL 1.30+)
textureSize(sampler, lod)

常見材質屬性

const material = new THREE.ShaderMaterial({
  uniforms: {
    /* ... */
  },
  vertexShader: "/* ... */",
  fragmentShader: "/* ... */",

  // 渲染
  transparent: true,
  opacity: 1.0,
  side: THREE.DoubleSide,
  depthTest: true,
  depthWrite: true,

  // 混合
  blending: THREE.NormalBlending,
  // AdditiveBlending, SubtractiveBlending, MultiplyBlending

  // 線框
  wireframe: false,
  wireframeLinewidth: 1, // 注意:>1 在大多數平台上無效(WebGL 限制)

  // 擴充功能
  extensions: {
    derivatives: true, // 用於 fwidth, dFdx, dFdy
    fragDepth: true, // gl_FragDepth
    drawBuffers: true, // 多重渲染目標
    shaderTextureLOD: true, // texture2DLod
  },

  // GLSL 版本
  glslVersion: THREE.GLSL3, // 用於 WebGL2 功能
});

著色器包含

使用 Three.js 著色器區塊

import { ShaderChunk } from "three";

const fragmentShader = `
  ${ShaderChunk.common}
  ${ShaderChunk.packing}

  uniform sampler2D depthTexture;
  varying vec2 vUv;

  void main() {
    float depth = texture2D(depthTexture, vUv).r;
    float linearDepth = perspectiveDepthToViewZ(depth, 0.1, 1000.0);
    gl_FragColor = vec4(vec3(-linearDepth / 100.0), 1.0);
  }
`;

外部著色器檔案

// 搭配 vite/webpack
import vertexShader from "./shaders/vertex.glsl";
import fragmentShader from "./shaders/fragment.glsl";

const material = new THREE.ShaderMaterial({
  vertexShader,
  fragmentShader,
});

實例化著色器

// 實例化 attribute
const offsets = new Float32Array(instanceCount * 3);
// 填入 offsets...
geometry.setAttribute("offset", new THREE.InstancedBufferAttribute(offsets, 3));

const material = new THREE.ShaderMaterial({
  vertexShader: `
    attribute vec3 offset;

    void main() {
      vec3 pos = position + offset;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

除錯著色器

// 檢查編譯錯誤
material.onBeforeCompile = (shader) => {
  console.log("頂點著色器:", shader.vertexShader);
  console.log("片段著色器:", shader.fragmentShader);
};

// 視覺除錯
fragmentShader: `
  void main() {
    // 除錯 UV
    gl_FragColor = vec4(vUv, 0.0, 1.0);

    // 除錯法線
    gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);

    // 除錯位置
    gl_FragColor = vec4(vPosition * 0.1 + 0.5, 1.0);
  }
`;

// 檢查 WebGL 錯誤
renderer.debug.checkShaderErrors = true;

效能提示

  1. 最小化 uniforms:將相關數值分組為向量
  2. 避免條件判斷:使用 mix/step 取代 if/else
  3. 預先計算:盡可能將計算移到 JavaScript
  4. 使用紋理:對於複雜函數,使用查找表
  5. 限制 overdraw:盡量避免透明物件
// 與其用:
if (value > 0.5) {
  color = colorA;
} else {
  color = colorB;
}

// 改用:
color = mix(colorB, colorA, step(0.5, value));

另請參閱

  • threejs-materials - 內建材質類型
  • threejs-postprocessing - 全螢幕著色器效果
  • threejs-textures - 著色器中的紋理取樣