使用 three.js,怎么能实现这样,在一个金属表面投射出上方物体的一个模糊的倒影的效果

使用 three.js,怎么能实现这样,在一个金属表面投射出上方物体的一个模糊的倒影的效果

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本答案参考通义千问
要在 Three.js 中实现一个金属表面上方物体的模糊倒影效果,可以采用以下方法:通过使用 反射(Reflection) 和 模糊滤镜(Blur Shader) 的组合来实现。以下是详细步骤和解决方案:
Scene、Camera、Rendererconst scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
MeshStandardMaterial 或 MeshPhysicalMaterial 来模拟金属质感RenderTarget 来捕捉反射内容const floorGeometry = new THREE.PlaneGeometry(10, 10);
const floorMaterial = new THREE.MeshStandardMaterial({
color: 0x888888,
metalness: 1,
roughness: 0.1
});
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
scene.add(floor);
WebGLRenderTarget 来存储反射图像WebGLRenderer 渲染反射画面到纹理中const renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight);
const reflectorCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
reflectorCamera.position.y = 1; // 调整相机位置以对准反射面
reflectorCamera.lookAt(floor.position);
// 模糊着色器代码(vertex shader)
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// 模糊着色器代码(fragment shader)
uniform sampler2D texture;
uniform vec2 resolution;
uniform float blurAmount;
varying vec2 vUv;
void main() {
vec2 texelSize = 1.0 / resolution;
vec4 color = vec4(0.0);
for (float y = -1.0; y <= 1.0; y += 1.0) {
for (float x = -1.0; x <= 1.0; x += 1.0) {
vec2 offset = vec2(x, y) * blurAmount * texelSize;
color += texture2D(texture, vUv + offset);
}
}
color /= 9.0;
gl_FragColor = color;
}
const reflectorMaterial = new THREE.ShaderMaterial({
uniforms: {
texture: { value: null },
resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
blurAmount: { value: 1.0 }
},
vertexShader: vertexShaderCode,
fragmentShader: fragmentShaderCode
});
// 将反射纹理赋值给材质
reflectorMaterial.uniforms.texture.value = renderTarget.texture;
// 将反射材质应用到地板
floor.material = reflectorMaterial;
function animate() {
requestAnimationFrame(animate);
// 渲染反射到 renderTarget
renderer.setRenderTarget(renderTarget);
renderer.render(scene, reflectorCamera);
renderer.setRenderTarget(null);
// 更新模糊着色器中的纹理
reflectorMaterial.uniforms.texture.value = renderTarget.texture;
// 渲染主场景
renderer.render(scene, camera);
}
animate();
| 优化项 | 说明 |
|--------|------|
| 多级模糊 | 使用多个模糊步骤(如先水平再垂直)提高模糊质量 |
| 动态模糊强度 | 根据距离或光照调整 blurAmount 值 |
| 抗锯齿 | 开启 antialias: true 提升画面质量 |
| 性能优化 | 避免频繁重新创建纹理或着色器 |
// 定义模糊着色器代码(vertex and fragment shaders)
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
uniform sampler2D texture;
uniform vec2 resolution;
uniform float blurAmount;
varying vec2 vUv;
void main() {
vec2 texelSize = 1.0 / resolution;
vec4 color = vec4(0.0);
for (float y = -1.0; y <= 1.0; y += 1.0) {
for (float x = -1.0; x <= 1.0; x += 1.0) {
vec2 offset = vec2(x, y) * blurAmount * texelSize;
color += texture2D(texture, vUv + offset);
}
}
color /= 9.0;
gl_FragColor = color;
}
`;
要实现金属表面上方物体的模糊倒影,你可以通过以下方式完成:
重点部分:
模糊着色器 是实现倒影模糊效果的关键;反射纹理 是将物体投影到金属表面的核心手段。
如果你需要更高级的效果(如动态水波纹、实时反射等),可以进一步结合 Post Processing(如 EffectComposer)来实现。