SKILL.md
唯讀
名稱
threejs-textures
描述
Three.js 紋理 - 紋理類型、UV 映射、環境貼圖、紋理設定。適用於處理圖片、UV 座標、立方體貼圖、HDR 環境或紋理最佳化。
Three.js 紋理
快速開始
import * as THREE from "three";
// 載入紋理
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// 套用到材質
const material = new THREE.MeshStandardMaterial({
map: texture,
});
紋理載入
基本載入
const loader = new THREE.TextureLoader();
// 非同步回呼
loader.load(
"texture.jpg",
(texture) => console.log("已載入"),
(progress) => console.log("進度"),
(error) => console.error("錯誤"),
);
// 同步風格(內部非同步載入)
const texture = loader.load("texture.jpg");
material.map = texture;
Promise 包裝
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// 使用方式
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);
紋理設定
色彩空間
對準確色彩再現至關重要。
// 顏色/漫反射紋理 - 使用 sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;
// 資料紋理(法線、粗糙度、金屬度、AO)- 保持預設
// 不要對資料紋理設定 colorSpace(預設為 NoColorSpace)
包覆模式
texture.wrapS = THREE.RepeatWrapping; // 水平
texture.wrapT = THREE.RepeatWrapping; // 垂直
// 選項:
// THREE.ClampToEdgeWrapping - 拉伸邊緣像素(預設)
// THREE.RepeatWrapping - 平鋪紋理
// THREE.MirroredRepeatWrapping - 鏡像翻轉平鋪
重複、偏移、旋轉
// 平鋪紋理 4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
// 偏移(0-1 範圍)
texture.offset.set(0.5, 0.5);
// 旋轉(弧度,繞中心)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // 旋轉軸心
濾波
// 縮小濾波(紋理大於螢幕像素)
texture.minFilter = THREE.LinearMipmapLinearFilter; // 預設,平滑
texture.minFilter = THREE.NearestFilter; // 像素化
texture.minFilter = THREE.LinearFilter; // 平滑,無 mipmap
// 放大濾波(紋理小於螢幕像素)
texture.magFilter = THREE.LinearFilter; // 平滑(預設)
texture.magFilter = THREE.NearestFilter; // 像素化(復古遊戲)
// 各向異性濾波(傾斜角度更清晰)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
產生 Mipmap
// 通常預設為 true
texture.generateMipmaps = true;
// 對非 2 的冪次紋理或資料紋理停用
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
紋理類型
一般紋理
const texture = new THREE.Texture(image);
texture.needsUpdate = true;
資料紋理
從原始資料建立紋理。
// 建立漸層紋理
const size = 256;
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size; i++) {
for (let j = 0; j < size; j++) {
const index = (i * size + j) * 4;
data[index] = i; // R
data[index + 1] = j; // G
data[index + 2] = 128; // B
data[index + 3] = 255; // A
}
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;
Canvas 紋理
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// 在 canvas 上繪圖
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);
const texture = new THREE.CanvasTexture(canvas);
// 當 canvas 變更時更新
texture.needsUpdate = true;
影片紋理
const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();
const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;
// 無需設定 needsUpdate - 自動更新
壓縮紋理
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("texture.ktx2", (texture) => {
material.map = texture;
});
立方體紋理
用於環境貼圖和天空盒。
CubeTextureLoader
const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
"px.jpg",
"nx.jpg", // +X, -X
"py.jpg",
"ny.jpg", // +Y, -Y
"pz.jpg",
"nz.jpg", // +Z, -Z
]);
// 作為背景
scene.background = cubeTexture;
// 作為環境貼圖
scene.environment = cubeTexture;
material.envMap = cubeTexture;
等距柱狀投影轉立方體貼圖
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new RGBELoader().load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
scene.background = envMap;
texture.dispose();
pmremGenerator.dispose();
});
HDR 紋理
RGBELoader
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
scene.background = texture;
});
EXRLoader
import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";
const loader = new EXRLoader();
loader.load("environment.exr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
});
背景選項
scene.background = texture;
scene.backgroundBlurriness = 0.5; // 0-1,模糊背景
scene.backgroundIntensity = 1.0; // 亮度
scene.backgroundRotation.y = Math.PI; // 旋轉背景
渲染目標
將場景渲染到紋理以產生特效。
// 建立渲染目標
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
});
// 將場景渲染到目標
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // 回到螢幕
// 作為紋理使用
material.map = renderTarget.texture;
深度紋理
const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderTarget.depthTexture = new THREE.DepthTexture(
512,
512,
THREE.UnsignedShortType,
);
// 存取深度
const depthTexture = renderTarget.depthTexture;
多重取樣渲染目標
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
samples: 4, // MSAA
});
CubeCamera
用於反射的動態環境貼圖。
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256, {
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
});
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
// 套用到反射材質
reflectiveMaterial.envMap = cubeRenderTarget.texture;
// 在動畫迴圈中更新(耗效能!)
function animate() {
// 隱藏反射物件,更新環境貼圖,再顯示
reflectiveObject.visible = false;
cubeCamera.position.copy(reflectiveObject.position);
cubeCamera.update(renderer, scene);
reflectiveObject.visible = true;
}
UV 映射
存取 UV
const uvs = geometry.attributes.uv;
// 讀取 UV
const u = uvs.getX(vertexIndex);
const v = uvs.getY(vertexIndex);
// 修改 UV
uvs.setXY(vertexIndex, newU, newV);
uvs.needsUpdate = true;
第二 UV 通道(用於 AO 貼圖)
// aoMap 需要 uv2
geometry.setAttribute("uv2", geometry.attributes.uv);
// 或建立自訂第二 UV
const uv2 = new Float32Array(vertexCount * 2);
// ... 填入 uv2 資料
geometry.setAttribute("uv2", new THREE.BufferAttribute(uv2, 2));
著色器中的 UV 變換
const material = new THREE.ShaderMaterial({
uniforms: {
map: { value: texture },
uvOffset: { value: new THREE.Vector2(0, 0) },
uvScale: { value: new THREE.Vector2(1, 1) },
},
vertexShader: `
varying vec2 vUv;
uniform vec2 uvOffset;
uniform vec2 uvScale;
void main() {
vUv = uv * uvScale + uvOffset;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D(map, vUv);
}
`,
});
紋理圖集
將多張圖片合併到一個紋理中。
// 包含 4 個精靈的圖集(2x2 網格)
const atlas = loader.load("atlas.png");
atlas.wrapS = THREE.ClampToEdgeWrapping;
atlas.wrapT = THREE.ClampToEdgeWrapping;
// 透過 UV 偏移/縮放選擇精靈
function selectSprite(row, col, gridSize = 2) {
atlas.offset.set(col / gridSize, 1 - (row + 1) / gridSize);
atlas.repeat.set(1 / gridSize, 1 / gridSize);
}
// 選擇左上角精靈
selectSprite(0, 0);
材質紋理貼圖
PBR 紋理組合
const material = new THREE.MeshStandardMaterial({
// 基本顏色(sRGB)
map: colorTexture,
// 表面細節(Linear)
normalMap: normalTexture,
normalScale: new THREE.Vector2(1, 1),
// 粗糙度(Linear,灰階)
roughnessMap: roughnessTexture,
roughness: 1, // 倍率
// 金屬度(Linear,灰階)
metalnessMap: metalnessTexture,
metalness: 1, // 倍率
// 環境光遮蔽(Linear,使用 uv2)
aoMap: aoTexture,
aoMapIntensity: 1,
// 自發光(sRGB)
emissiveMap: emissiveTexture,
emissive: 0xffffff,
emissiveIntensity: 1,
// 頂點位移(Linear)
displacementMap: displacementTexture,
displacementScale: 0.1,
displacementBias: 0,
// 透明度(Linear)
alphaMap: alphaTexture,
transparent: true,
});
// 別忘了 AO 需要 UV2
geometry.setAttribute("uv2", geometry.attributes.uv);
法線貼圖類型
// OpenGL 風格法線(預設)
material.normalMapType = THREE.TangentSpaceNormalMap;
// 物件空間法線
material.normalMapType = THREE.ObjectSpaceNormalMap;
程式化紋理
雜訊紋理
function generateNoiseTexture(size = 256) {
const data = new Uint8Array(size * size * 4);
for (let i = 0; i < size * size; i++) {
const value = Math.random() * 255;
data[i * 4] = value;
data[i * 4 + 1] = value;
data[i * 4 + 2] = value;
data[i * 4 + 3] = 255;
}
const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;
return texture;
}
漸層紋理
function generateGradientTexture(color1, color2, size = 256) {
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = 1;
const ctx = canvas.getContext("2d");
const gradient = ctx.createLinearGradient(0, 0, size, 0);
gradient.addColorStop(0, color1);
gradient.addColorStop(1, color2);
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, size, 1);
return new THREE.CanvasTexture(canvas);
}
紋理記憶體管理
釋放紋理
// 單一紋理
texture.dispose();
// 材質紋理
function disposeMaterial(material) {
const maps = [
"map",
"normalMap",
"roughnessMap",
"metalnessMap",
"aoMap",
"emissiveMap",
"displacementMap",
"alphaMap",
"envMap",
"lightMap",
"bumpMap",
"specularMap",
];
maps.forEach((mapName) => {
if (material[mapName]) {
material[mapName].dispose();
}
});
material.dispose();
}
紋理池
class TexturePool {
constructor() {
this.textures = new Map();
this.loader = new THREE.TextureLoader();
}
async get(url) {
if (this.textures.has(url)) {
return this.textures.get(url);
}
const texture = await new Promise((resolve, reject) => {
this.loader.load(url, resolve, undefined, reject);
});
this.textures.set(url, texture);
return texture;
}
dispose(url) {
const texture = this.textures.get(url);
if (texture) {
texture.dispose();
this.textures.delete(url);
}
}
disposeAll() {
this.textures.forEach((t) => t.dispose());
this.textures.clear();
}
}
效能提示
- 使用 2 的冪次尺寸:256、512、1024、2048
- 壓縮紋理:使用 KTX2/Basis 進行網路傳輸
- 使用紋理圖集:減少紋理切換
- 啟用 mipmap:用於遠距離物件
- 限制紋理大小:2048 通常足夠網頁使用
- 重複使用紋理:相同紋理可提升批次處理
// 檢查紋理記憶體
console.log(renderer.info.memory.textures);
// 針對行動裝置最佳化
const maxSize = renderer.capabilities.maxTextureSize;
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const textureSize = isMobile ? 1024 : 2048;
另請參閱
threejs-materials- 將紋理套用到材質threejs-loaders- 載入紋理檔案threejs-shaders- 自訂紋理取樣






