特效介绍
这是基于threejs的着色器效果实现的3D蠕动动画,并且彩虹颜色变化的水滴效果,画面中是一个圆形球状不断变幻颜色和形态的动画效果,有点类似于游动的水母。喜欢的可以作为网页的按钮。
使用方法
1、去除边距
body { margin: 0; }
2、引入threejs
<script src="http://www.5imoban.net/download/threejs/three.js-r84.min.js"></script>
3、加入着色器代码
<!-- vertex shader code included in the program outside main() --> <script type="x-shader/x-vertex" id="vertCode"> uniform float time; </script> <!-- vertex shader code included at the end of the main() function --> <script type="x-shader/x-vertex" id="vertMain"> float maxOffLen = 0.4; vec2 p = uv * vec2(PI*2.0); vec3 offset = normalize(normal) * vec3(sin(time * 4.0 + p.y ) * maxOffLen - maxOffLen); gl_Position.x += offset.x; gl_Position.y += offset.y; gl_Position.z += offset.z; </script> <!-- Shader code included in the fragment program , outside of the main() function. --> <script type="x-shader/x-fragment" id="fragCode"> uniform float time; //pNoise from https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 // Classic Perlin 3D Noise // by Stefan Gustavson // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} float cnoise(vec3 P){ vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } </script> <!-- Shader code injected in the fragment shader's main() 'color' is a vec3 that will be used as the diffuse color once combined to a vec4 with the material's opacity. --> <script type="x-shader/x-fragment" id="fragColor">; float r = abs(sin( (vUv.x + time * 0.125 ) * 4.0 )) * 0.2 + 0.7; float g = abs(sin( (vUv.y + time * 0.245 ) * 2.0 )) * 0.2 + 0.7; float b = abs(sin( (vUv.y - time * 0.333 ) * 2.0 )) * 0.2 + 0.7; r += cnoise(vec3(vUv.x*4.0,vUv.y*4.0, time)) * 0.1; g += cnoise(vec3(vUv.x*8.0,vUv.y*5.0, time*2.0)) * 0.1; b += cnoise(vec3(vUv.x*12.0,vUv.y*6.0, time*3.0)) * 0.1; color = vec3(r,g,b); </script>
4、引入初始化js
<script src="./script.js"></script>
5、当然,如果您需要将这个动画加入到某个元素当中,需要修改script.js中的13行
document.body.appendChild(renderer.domElement);
将document.body
改成您的元素