流光 ·Flow Light· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么EffectComposer 多 Pass 后期处理管线UnrealBloomPass 辉光 Bloom 效果OrbitControls 相机轨道交互GSAP 时间轴与补间动画requestAnimationFrame渲染循环与resize自适应效果说明本案例演示流光效果原场景渲染后经 EffectComposer 叠加 Bloom/模糊等全屏后期核心用到 EffectComposer、UnrealBloomPass、OrbitControls。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Scene / Camera / WebGLRenderer构成最小渲染闭环大场景可开logarithmicDepthBuffer缓解 Z-fighting。EffectComposer以多 Pass 链式渲染RenderPass → 特效 Pass → 输出屏幕替代直接renderer.render。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。实现步骤创建 OrbitControls 并处理 resizecomposer.addPass 串联后处理mixer.update(delta) 或 gsap.to 驱动属性代码要点import {AmbientLight, Color, DirectionalLight, DoubleSide, Mesh, MeshBasicMaterial, PerspectiveCamera, Scene, TextureLoader, TorusKnotGeometry, Vector2, WebGLRenderer } from three import { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import gsap from gsap import { EffectComposer } from three/examples/jsm/postprocessing/EffectComposer.js import { RenderPass } from three/examples/jsm/postprocessing/RenderPass.js import { UnrealBloomPass } from three/examples/jsm/postprocessing/UnrealBloomPass.js import { OutputPass } from three/examples/jsm/postprocessing/OutputPass.jsconst size { width: window.innerWidth, height: window.innerHeight } const scene new Scene() scene.background new Color(black)const camera new PerspectiveCamera(50, size.width / size.height, 1, 10000) camera.position.set(0, 0, 50)const renderer new WebGLRenderer({ antialias: true, alpha: true , logarithmicDepthBuffer: true}) renderer.setSize(size.width, size.height) renderer.setPixelRatio(window.devicePixelRatio) document.body.appendChild(renderer.domElement)const controls new OrbitControls(camera, renderer.domElement) controls.enableDamping trueconst textureLoader new TextureLoader() const lineTexture textureLoader.load(FILE_HOST images/channels/flowLight.png) lineTexture.offset.x -0.6const geometry new TorusKnotGeometry( 10, 0.2, 800, 16 )const material new MeshBasicMaterial({ color: 0xffffff, map: lineTexture, side: DoubleSide }) const torus new Mesh(geometry, material) scene.add(torus)gsap.to(lineTexture.offset, { x: 0.6, duration: 5, repeat: -1 })const renderPass new RenderPass(scene, camera) const composer new EffectComposer(renderer) const bloomPass new UnrealBloomPass(new Vector2(size.width, size.height), 3, 0.8, 0.85) const outputPass new OutputPass() composer.addPass(renderPass) composer.addPass(bloomPass) composer.addPass(outputPass)const animate () { requestAnimationFrame(animate) controls.update() composer.render() }animate()完整源码GitHub小结本文提供流光完整 Three.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库