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apt-nl-map/static/Magic4/js/three.js-dev/docs/api/zh/materials/RawShaderMaterial.html
2024-12-04 10:21:04 +08:00

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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] &rarr; [page:ShaderMaterial] &rarr;
<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:webgl2_volume_cloud WebGL 2 / volume / cloud]<br />
[example:webgl2_volume_instancing WebGL 2 / volume / instancing]<br />
[example:webgl2_volume_perlin WebGL 2 / 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>