SKILL.md
readonly只读
name
threejs-textures
description
Three.js纹理 - 纹理类型、UV映射、环境贴图、纹理设置。适用于处理图像、UV坐标、立方体贴图、HDR环境或纹理优化。
Three.js纹理
快速开始
import * as THREE from "three";
// 加载纹理
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");
// 应用到材质
const material = new THREE.MeshStandardMaterial({
map: texture,
});
纹理加载
基本加载
const loader = new THREE.TextureLoader();
// 异步回调
loader.load(
"texture.jpg",
(texture) => console.log("已加载"),
(progress) => console.log("加载进度"),
(error) => console.error("加载错误"),
);
// 同步风格(内部异步加载)
const texture = loader.load("texture.jpg");
material.map = texture;
Promise封装
function loadTexture(url) {
return new Promise((resolve, reject) => {
new THREE.TextureLoader().load(url, resolve, undefined, reject);
});
}
// 使用
const [colorMap, normalMap, roughnessMap] = await Promise.all([
loadTexture("color.jpg"),
loadTexture("normal.jpg"),
loadTexture("roughness.jpg"),
]);
纹理配置
色彩空间
对准确的颜色再现至关重要。
// 颜色/漫反射纹理 - 使用sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;
// 数据纹理(法线、粗糙度、金属度、环境光遮蔽)- 保持默认
// 不要为数据纹理设置colorSpace(默认NoColorSpace)
包裹模式
texture.wrapS = THREE.RepeatWrapping; // 水平
texture.wrapT = THREE.RepeatWrapping; // 垂直
// 选项:
// THREE.ClampEdgeWrapping - 拉伸边缘像素(默认)
// THREE.RepeatWrapping - 平铺纹理
// THREE.MirroredRepeatWrapping - 镜像翻转平铺
重复、偏移、旋转
// 纹理平铺4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
// 偏移(0-1范围)
texture.offset.set(0.5, 0.5);
// 旋转(弧度,绕中心)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // 旋转中心
过滤
// 缩小(纹理大于屏幕像素)
texture.minFilter = THREE.LinearMipmapLinearFilter; // 默认,平滑
texture.minFilter = THREE.NearestFilter; // 像素化
texture.minFilter = THREE.LinearFilter; // 平滑,无mipmap
// 放大(纹理小于屏幕像素)
texture.magFilter = THREE.LinearFilter; // 平滑(默认)
texture.magFilter = THREE.NearestFilter; // 像素化(复古游戏)
// 各向异性过滤(倾斜角度更清晰)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
生成Mipmap
// 通常默认为true
texture.generateMipmaps = true;
// 对非2的幂纹理或数据纹理禁用
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;
纹理类型
常规纹理
const texture = new THREE.Texture(image);
texture.needsUpdate = true;
数据纹理
从原始数据创建纹理。
// 创建渐变纹理
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纹理
const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");
// 在canvas上绘制
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);
// canvas变化时更新
texture.needsUpdate = true;
视频纹理
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;
// 无需设置needsUpdate - 自动更新
压缩纹理
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;
});
立方体纹理
用于环境贴图和天空盒。
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
]);
// 作为背景
scene.background = cubeTexture;
// 作为环境贴图
scene.environment = cubeTexture;
material.envMap = cubeTexture;
等距柱状投影转立方体贴图
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纹理
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;
});
背景选项
scene.background = texture;
scene.backgroundBlurriness = 0.5; // 0-1,模糊背景
scene.backgroundIntensity = 1.0; // 亮度
scene.backgroundRotation.y = Math.PI; // 旋转背景
渲染目标
渲染到纹理以实现特效。
// 创建渲染目标
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBAFormat,
});
// 将场景渲染到目标
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // 回到屏幕
// 作为纹理使用
material.map = renderTarget.texture;
深度纹理
const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderTarget.depthTexture = new THREE.DepthTexture(
512,
512,
THREE.UnsignedShortType,
);
// 访问深度
const depthTexture = renderTarget.depthTexture;
多重采样渲染目标
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
samples: 4, // MSAA
});
CubeCamera
用于反射的动态环境贴图。
const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256, {
generateMipmaps: true,
minFilter: THREE.LinearMipmapLinearFilter,
});
const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);
// 应用到反射材质
reflectiveMaterial.envMap = cubeRenderTarget.texture;
// 在动画循环中更新(开销大!)
function animate() {
// 隐藏反射物体,更新环境贴图,再次显示
reflectiveObject.visible = false;
cubeCamera.position.copy(reflectiveObject.position);
cubeCamera.update(renderer, scene);
reflectiveObject.visible = true;
}
UV映射
访问UV
const uvs = geometry.attributes.uv;
// 读取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(用于环境光遮蔽贴图)
// aoMap需要
geometry.setAttribute("uv2", geometry.attributes.uv);
// 或创建自定义第二UV
const uv2 = new Float32Array(vertexCount * 2);
// ... 填充uv2数据
geometry.setAttribute("uv2", new THREE.BufferAttribute(uv2, 2));
着色器中的UV变换
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);
}
`,
});
纹理图集
多个图像合并在一个纹理中。
// 包含4个精灵的图集(2x2网格)
const atlas = loader.load("atlas.png");
atlas.wrapS = THREE.ClampToEdgeWrapping;
atlas.wrapT = THREE.ClampToEdgeWrapping;
// 通过UV偏移/缩放选择精灵
function selectSprite(row, col, gridSize = 2) {
atlas.offset.set(col / gridSize, 1 - (row + 1) / gridSize);
atlas.repeat.set(1 / gridSize, 1 / gridSize);
}
// 选择左上角精灵
selectSprite(0, 0);
材质纹理贴图
PBR纹理集
const material = new THREE.MeshStandardMaterial({
// 基础颜色(sRGB)
map: colorTexture,
// 表面细节(线性)
normalMap: normalTexture,
normalScale: new THREE.Vector2(1, 1),
// 粗糙度(线性,灰度)
roughnessMap: roughnessTexture,
roughness: 1, // 乘数
// 金属度(线性,灰度)
metalnessMap: metalnessTexture,
metalness: 1, // 乘数
// 环境光遮蔽(线性,使用uv2)
aoMap: aoTexture,
aoMapIntensity: 1,
// 自发光(sRGB)
emissiveMap: emissiveTexture,
emissive: 0xffffff,
emissiveIntensity: 1,
// 顶点位移(线性)
displacementMap: displacementTexture,
displacementScale: 0.1,
displacementBias: 0,
// 透明度(线性)
alphaMap: alphaTexture,
transparent: true,
});
// 不要忘记为AO设置UV2
geometry.setAttribute("uv2", geometry.attributes.uv);
法线贴图类型
// OpenGL风格法线(默认)
material.normalMapType = THREE.TangentSpaceNormalMap;
// 对象空间法线
material.normalMapType = THREE.ObjectSpaceNormalMap;
程序化纹理
噪声纹理
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;
}
渐变纹理
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);
}
纹理内存管理
释放纹理
// 单个纹理
texture.dispose();
// 材质纹理
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();
}
纹理池
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();
}
}
性能提示
- 使用2的幂尺寸:256、512、1024、2048
- 压缩纹理:使用KTX2/Basis进行网络传输
- 使用纹理图集:减少纹理切换
- 启用mipmap:用于远处物体
- 限制纹理大小:2048通常足够网络使用
- 重用纹理:相同纹理 = 更好的批处理
// 检查纹理内存
console.log(renderer.info.memory.textures);
// 针对移动端优化
const maxSize = renderer.capabilities.maxTextureSize;
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
const textureSize = isMobile ? 1024 : 2048;
参见
threejs-materials- 将纹理应用到材质threejs-loaders- 加载纹理文件threejs-shaders- 自定义纹理采样






