對于擴散圓效果 我們先定義一下他的interface, 方便使用的人知道他的調(diào)用參數(shù)
export interface PMaterialDiffusionCircle{
color?: any,
speed?: number,
type?: EMaterialDiffusionCircle,
}
export enum EMaterialDiffusionCircle {
normal,//標(biāo)準(zhǔn)
glow,//輝光
trail//拖尾
}
對于擴散圓我們叫 MaterialDiffusionCircle
``javascript import { MaterialProperty } from "./MaterialProperty"; const defaultOption: PMaterialDiffusionCircle = { color: new Cesium.Color(1.0, 0.0, 0.0, 0.5), speed: 10, type: EMaterialDiffusionCircle.normal//是否微光 } //擴散圓效果 export class MaterialDiffusionCircle extends MaterialProperty { public _getType(option: PMaterialDiffusionCircle) { // 由于參數(shù)需要動態(tài)變動,所以count有變動暮刃,認為是新著色器 return "MaterialWaterRipple" + option.type } constructor(option = defaultOption) { super(MaterialDiffusionCircle.prototype, defaultOption, option); } protected getSource(option: PMaterialDiffusionCircle): string { const { type = EMaterialDiffusionCircle.normal } = option; if (type === EMaterialDiffusionCircle.glow) { return this._glow(); } else { return this._normal(type); } } //標(biāo)準(zhǔn)的或者拖尾效果 private _normal(type: EMaterialDiffusionCircle) { let trail = -0.01; if (type === EMaterialDiffusionCircle.trail) { trail = -0.1; } return
uniform vec4 color;
uniform float speed;
float?circle(vec2 uv,?float r,?float blur) {
float d = length(uv) *?2.0;
float c = smoothstep(r+blur, r, d);
return c;
}
czm_material?czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st - .5;
material.diffuse = color.rgb;
material.emission = vec3(0);
float time =fract(czm_frameNumber * speed /?1000.0);
float s =?0.5;
float radius = smoothstep(.0, s, time) *?0.5;
?更多參考?https://xiaozhuanlan.com/topic/3284507619