1.创建两个球体,一个一小,一个略大的作为他的辉光
2.作为辉光的球体从内到外片元透明度逐渐减小(线性减小或是指数减小都可以)
3.将覆盖原物体的部分丢弃
辉光效果
var vertexShader = [
'varying vec3 vVertexWorldPosition;',
'varying vec3 vVertexNormal;',
'varying vec4 vFragColor;',
'void main(){',
' vVertexNormal = normalize(normalMatrix * normal);',//将法线转换到视图坐标系中
' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',//将顶点转换到世界坐标系中
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}']
var fragmentShader: [
'uniform vec3 glowColor;',
'uniform float coeficient;',
'uniform float power;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'varying vec4 vFragColor;',
'void main(){',
' vec3 worldVertexToCamera= cameraPosition - vVertexWorldPosition;', //世界坐标系中顶点位置到相机位置到的距离
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldVertexToCamera, 0.0)).xyz;',//视图坐标系中从相机位置到顶点位置的距离
' viewCameraToVertex = normalize(viewCameraToVertex);',//规一化
' float intensity = coeficient + dot(vVertexNormal, viewCameraToVertex);',
' if(intensity > 0.65){ intensity = 0.0;}',
' gl_FragColor = vec4(glowColor, intensity);',
'}'
//vVertexNormal视图坐标系中点的法向量
//viewCameraToVertex视图坐标系中点到摄像机的距离向量
//dot点乘得到它们的夹角的cos值
//从中心向外面角度越来越大(从锐角到钝角)从cos函数也可以知道这个值由负变正,不透明度最终从高到低
大气层效果
var vertexShader = [
'varying vec3 vVertexWorldPosition;',
'varying vec3 vVertexNormal;',
'varying vec4 vFragColor;',
'void main(){',
' vVertexNormal = normalize(normalMatrix * normal);',//将法线转换到视图坐标系中
' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',//将顶点转换到世界坐标系中
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}']
var fragmentShader: [
'uniform vec3 glowColor;',
'uniform float coeficient;',
'uniform float power;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'varying vec4 vFragColor;',
'void main(){',
' vec3 worldCameraToVertex= vVertexWorldPosition - cameraPosition;', //世界坐标系中从相机位置到顶点位置的距离
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;',//视图坐标系中从相机位置到顶点位置的距离
' viewCameraToVertex = normalize(viewCameraToVertex);',//规一化
' float intensity = pow(coeficient + dot(vVertexNormal, viewCameraToVertex), power);',
' gl_FragColor = vec4(glowColor, intensity);',
'}'
//vVertexNormal视图坐标系中点的法向量
//viewCameraToVertex视图坐标系中点到摄像机的距离向量
//dot点乘得到它们的夹角的cos值
//从中心向外面角度越来越小(从钝角到锐角)从cos函数也可以知道这个值由负变正,不透明度最终从低到高
]
分层显示透明度
'uniform vec3 glowColor;',
'uniform float coeficient;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'void main(){',
' vec3 worldVertexToCamera= cameraPosition - vVertexWorldPosition;',
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldVertexToCamera, 0.0)).xyz;',
' viewCameraToVertex = normalize(viewCameraToVertex);',
' float intensity = coeficient + dot(vVertexNormal, viewCameraToVertex);',
' if(intensity > 0.65 && intensity < 0.8){ intensity = 0.8;}',
' if(intensity > 0.8){ intensity = 1.0;}',
' gl_FragColor = vec4(glowColor, intensity);',
'}'
代码参考:
https://blog.csdn.net/srk19960903/article/details/78734238
https://blog.csdn.net/lin5165352/article/details/83055606