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- <!DOCTYPE html>
- <html lang="zh">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Material] → [page:ShaderMaterial] →
- <h1>原始着色器材质([name])</h1>
- <p class="desc"> 此类的工作方式与[page:ShaderMaterial]类似,不同之处在于内置的uniforms和attributes的定义不会自动添加到GLSL shader代码中。
- </p>
- <h2>代码示例</h2>
- <code>
- const material = new THREE.RawShaderMaterial( {
- uniforms: {
- time: { value: 1.0 }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
- } );
- </code>
- <h2>例子</h2>
- <p>
- [example:webgl_buffergeometry_rawshader WebGL / buffergeometry / rawshader]<br />
- [example:webgl_buffergeometry_instancing_billboards WebGL / buffergeometry / instancing / billboards]<br />
- [example:webgl_buffergeometry_instancing WebGL / buffergeometry / instancing]<br />
- [example:webgl_raymarching_reflect WebGL / raymarching / reflect]<br />
- [example:webgl_volume_cloud WebGL / volume / cloud]<br />
- [example:webgl_volume_instancing WebGL / volume / instancing]<br />
- [example:webgl_volume_perlin WebGL / volume / perlin]
- </p>
- <h2>构造函数(Constructor)</h2>
- <h3>[name]( [param:Object parameters] )</h3>
- <p> [page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
- 材质的任何属性都可以从此处传入(包括从[page:Material] 和 [page:ShaderMaterial]继承的任何属性)。<br /><br />
- </p>
- <h2>属性(Properties)</h2>
- <p>共有属性请参见其基类[page:Material]和[page:ShaderMaterial]。</p>
- <h2>方法(Methods)</h2>
- <p>共有方法请参见其基类[page:Material]和[page:ShaderMaterial]。</p>
- <h2>源码(Source)</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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