您可以将函数分配给material's onBeforeCompile property。
它传递了一个对象,该对象具有顶点和片段着色器以及制服的来源。如
someMaterial.onBeforeCompile = function(shader) {
console.log(shader.vertexShader);
console.log(shader.fragmentShader);
});
你可以修改着色器
someMaterial.onBeforeCompile = function(shader) {
shader.fragmentShader = shader.fragmentShader.replace(thingToReplace, replacement);
});
着色器源是“预扩展”的,这意味着它是一个 three.js 特定的格式。例如,上面运行时的默认片段着色器源可能看起来像
#include <common>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#ifdef USE_LIGHTMAP
reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <premultiplied_alpha_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
}
查看所有这些 sn-ps,您可以尝试找出要替换的部分。我对你的猜测是基于this article 的#include <color_fragment> 部分