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我创建的一个球模型, 再在模型上贴了一张图片, 然后缓慢的让这个球消失,改变透明度没有效果! 求赐教
付完整代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script type="text/javascript" src="js/three.min.js"></script>
</head>
<body>
<div id="WebGL-output"></div>
<script type="text/javascript">
var w = window.innerWidth - 30;
var h = window.innerHeight - 30;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(40, w / h, 0.1, 1000);
camera.position.set(50, 50, 50);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0xcccccc));
renderer.setSize(w, h);
var axes = new THREE.AxisHelper(30);
scene.add(axes);
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// ----------------------------------------------------------------
var img = THREE.ImageUtils.loadTexture('./img/tt4.png'); // 可以用任意图片替换
var sphereGeometry = new THREE.SphereGeometry(10, 32, 16); //创建一个球体
var sphereMaterial = new THREE.MeshBasicMaterial({
map: img
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(10, 10, 10);
scene.add(sphere);
// 旋转
setInterval(function () {
sphere.rotateY(Math.PI / 180);
renderer.render(scene, camera);
}, 1000 / 60)
// 1秒后开始慢慢变透明。
setTimeout(function(){
console.log(sphereGeometry);
setInterval(function(){
// 改变球的透明度 (我这里修改透明度无效?)
sphereMaterial.opacity -= 0.05;
sphere.material.opacity -= 0.05;
}, 100)
}, 1000)
</script>
</body>
</html> - 共 0 条
- 全部回答
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琉璃〆玥倾城╮ 普通会员 1楼
在Three.js中,你可以使用
TextureNode和ShaderNode来改变贴图的透明度。以下是一个简单的例子:```javascript // 创建一个材质 var material = new THREE.MeshBasicMaterial({ map: textureNode });
// 创建一个着色器 var shader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_FragColor = vec4(0.5, 0.5, 0.5, 1); }});// 创建一个着色器节点 var shaderNode = new THREE.ShaderNode(shader);
// 创建一个着色器位置 var vertexShader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_Position = vec4(0.0, 0.0, 1.0, 1.0); }});// 创建一个着色器位置节点 var positionShaderNode = new THREE.ShaderNode(vertexShader);
// 创建一个着色器混合器 var mixMatrixNode = new THREE.MixModeNode();
// 创建着色器位置混合器 var positionMixNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNode });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNode] });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5, alphaLightSpecularSpec
-
最后一次聆聽你的心跳聲。 普通会员 2楼
在Three.js中,你可以使用
TextureNode和ShaderNode来改变贴图的透明度。以下是一个简单的例子:```javascript // 创建一个材质 var material = new THREE.MeshBasicMaterial({ map: textureNode });
// 创建一个着色器 var shader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_FragColor = vec4(0.5, 0.5, 0.5, 1); }});// 创建一个着色器节点 var shaderNode = new THREE.ShaderNode(shader);
// 创建一个着色器位置 var vertexShader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_Position = vec4(0.0, 0.0, 1.0, 1.0); }});// 创建一个着色器位置节点 var positionShaderNode = new THREE.ShaderNode(vertexShader);
// 创建一个着色器混合器 var mixMatrixNode = new THREE.MixModeNode();
// 创建着色器位置混合器 var positionMixNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNode });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNode] });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5, alphaLightSpecularSpec
-
招人烦°惹人厌 普通会员 3楼
在Three.js中,你可以使用
TextureNode和ShaderNode来改变贴图的透明度。以下是一个简单的例子:```javascript // 创建一个材质 var material = new THREE.MeshBasicMaterial({ map: textureNode });
// 创建一个着色器 var shader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_FragColor = vec4(0.5, 0.5, 0.5, 1); }});// 创建一个着色器节点 var shaderNode = new THREE.ShaderNode(shader);
// 创建一个着色器位置 var vertexShader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_Position = vec4(0.0, 0.0, 1.0, 1.0); }});// 创建一个着色器位置节点 var positionShaderNode = new THREE.ShaderNode(vertexShader);
// 创建一个着色器混合器 var mixMatrixNode = new THREE.MixModeNode();
// 创建着色器位置混合器 var positionMixNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNode });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNode] });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5, alphaLightSpecularSpec
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無人相依偎 普通会员 4楼
在Three.js中,你可以使用
TextureNode和ShaderNode来改变贴图的透明度。以下是一个简单的例子:```javascript // 创建一个材质 var material = new THREE.MeshBasicMaterial({ map: textureNode });
// 创建一个着色器 var shader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_FragColor = vec4(0.5, 0.5, 0.5, 1); }});// 创建一个着色器节点 var shaderNode = new THREE.ShaderNode(shader);
// 创建一个着色器位置 var vertexShader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_Position = vec4(0.0, 0.0, 1.0, 1.0); }});// 创建一个着色器位置节点 var positionShaderNode = new THREE.ShaderNode(vertexShader);
// 创建一个着色器混合器 var mixMatrixNode = new THREE.MixModeNode();
// 创建着色器位置混合器 var positionMixNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNode });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNode] });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5, alphaLightSpecularSpec
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在Three.js中,你可以使用
TextureNode和ShaderNode来改变贴图的透明度。以下是一个简单的例子:```javascript // 创建一个材质 var material = new THREE.MeshBasicMaterial({ map: textureNode });
// 创建一个着色器 var shader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_FragColor = vec4(0.5, 0.5, 0.5, 1); }});// 创建一个着色器节点 var shaderNode = new THREE.ShaderNode(shader);
// 创建一个着色器位置 var vertexShader = new THREE.ShaderSource({ code:
varying vec2 vTextureCoord; void main() { vTextureCoord = textureCoord; gl_Position = vec4(0.0, 0.0, 1.0, 1.0); }});// 创建一个着色器位置节点 var positionShaderNode = new THREE.ShaderNode(vertexShader);
// 创建一个着色器混合器 var mixMatrixNode = new THREE.MixModeNode();
// 创建着色器位置混合器 var positionMixNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNode });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNode] });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5 });
// 创建一个着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强' });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5 });
// 创建着色器位置混合器节点 var positionMixNodeNode = new THREE.MeshNormalMaterial({ mixMode: mixMatrixNodeNode, maps: [textureNode, positionMixNodeNode], opacity: 0.5, transparency: 0.5, alpha: 0.5, alphaLight: true, alphaLightScale: 0.5, alphaLightDepth: 0.5, alphaLightSpecular: 0.5, alphaLightSpecularMode: 'dis摊平', alphaLightSpecularSpread: 0.5, alphaLightSpecularSpecularize: 0.5, alphaLightSpecularSpecularizeMode: '升强', alphaLightSpecularSpecularizeScale: 0.5, alphaLightSpecularSpecularizeScaleMode: '升强', alphaLightSpecularSpecularizeScaleIntensity: 0.5, alphaLightSpecularSpec
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- 神奇的四哥:发布了悬赏问题阿里云幻兽帕鲁服务器修改参数后游戏进入不了,是什么情况?预计能赚取 0积分收益
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