
๐ Animated Water Shader
์ปค์คํ ์ ฐ์ด๋๋ฅผ ์ฌ์ฉํด ๋ฐ๋ค๋ฅผ ํํํ๋ ๊ณผ์ ์ ๋ค๋ฃน๋๋ค. ํฐ ํ๋๋ sin() ํจ์๋ก, ์์ ํ๋๋ Perlin noise๋ฅผ ์ด์ฉํด ๊ตฌํํ๋ฉฐ, ์์์ ํ๋์ ๋์ด์ ๋ฐ๋ผ ๋ณด๊ฐ๋ฉ๋๋ค. ์ด ๋ชจ๋ ํ๋ผ๋ฏธํฐ๋ lil-gui๋ก ์กฐ์ ํ ์ ์๋๋ก ๊ตฌ์กฐํ๋ฉ๋๋ค.
๐ง 1. ๊ธฐ์ด ์ ์
const waterGeometry = new THREE.PlaneGeometry(2, 2, 128, 128);
- **ํด์๋(subdivisions)**๊ฐ ์ถฉ๋ถํด์ผ ํ๋ ๋ํ ์ผ์ ํํ ๊ฐ๋ฅ. ๋ถ์กฑํ ๊ฒฝ์ฐ 512 x 512๋ก ์ฆ๊ฐ ๊ฐ๋ฅ.
const waterMaterial = new THREE.ShaderMaterial({
vertexShader: waterVertexShader,
fragmentShader: waterFragmentShader,
});
- ShaderMaterial๋ก ๋์ฒดํ์ฌ ์ง์ GLSL ์ ฐ์ด๋๋ฅผ ์ฌ์ฉ
๐ 2. Vertex & Fragment Shader ๊ธฐ๋ณธ ๊ตฌ์กฐ
/shaders/water/vertex.glsl
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
}
/shaders/water/fragment.glsl
void main() {
gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
#include <colorspace_fragment>
}
- #include <colorspace_fragment>๋ Three.js์์ sRGB ์๊ณต๊ฐ ๋ณด์ ์ฉ GLSL include์ ๋๋ค.
๐ 3. ํฐ ํ๋ (Big Waves)
๐ Y์ถ ์ด๋์ sin ํจ์๋ก ์ ๋๋ฉ์ด์
float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
uBigWavesElevation;
modelPosition.y += elevation;
๐งช ๊ด๋ จ uniforms (JS)
uniforms: {
uTime: { value: 0 },
uBigWavesElevation: { value: 0.2 },
uBigWavesFrequency: { value: new THREE.Vector2(4, 1.5) },
uBigWavesSpeed: { value: 0.75 }
}
๐ 4. ์์ ํ๋ (Small Waves)
๐ 3D Perlin Noise ๊ธฐ๋ฐ
for(float i = 1.0; i <= uSmallIterations; i++) {
elevation -= abs(
cnoise(vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed))
* uSmallWavesElevation / i
);
}
๐งช ๊ด๋ จ uniforms
uSmallWavesElevation: { value: 0.15 },
uSmallWavesFrequency: { value: 3 },
uSmallWavesSpeed: { value: 0.2 },
uSmallIterations: { value: 4 }
๐จ 5. ์์ ๋ณด๊ฐ (Depth ↔ Surface)
varying float vElevation;
vec3 color = mix(uDepthColor, uSurfaceColor, (vElevation + uColorOffset) * uColorMultiplier);
gl_FragColor = vec4(color, 1.0);
- vElevation์ ํตํด fragment์ ๋์ด ์ ๋ณด ์ ๋ฌ
๐งช ๊ด๋ จ uniforms
uDepthColor: { value: new THREE.Color('#186691') },
uSurfaceColor: { value: new THREE.Color('#9bd8ff') },
uColorOffset: { value: 0.08 },
uColorMultiplier: { value: 5.0 }
๐ ๏ธ 6. lil-gui ์ค์ ์์
gui
.add(waterMaterial.uniforms.uBigWavesElevation, 'value')
.min(0)
.max(1)
.step(0.001)
.name('uBigWavesElevation');
// ์์์ debugObject๋ฅผ ๊ฑฐ์ณ ๊ฐฑ์
const debugObject = {
depthColor: '#186691',
surfaceColor: '#9bd8ff',
};
// onChange๋ก ์๋ ์
๋ฐ์ดํธ
gui.addColor(debugObject, 'depthColor').onChange(() => {
waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor);
});
๐ก ํ์ฅ ์์ด๋์ด
- Foam (๊ฑฐํ) ํจ๊ณผ ์ถ๊ฐ
- Fog (์๊ฐ): depth ๊ธฐ๋ฐ์ผ๋ก ๊ตฌํ ๊ฐ๋ฅ
- ๋ ํฐ ํ๋ฉด ์์ญ์ผ๋ก ํ์ฅํด ์ฐ์์ฑ ๋ถ์ฌ
์์ฝ
| ํฐ ํ๋ | sin ํจ์ |
| ์์ ํ๋ | 3D Perlin Noise + for ๋ฐ๋ณต |
| ์์ ํผํฉ | mix + vElevation ํ์ฉ |
| ํ๋ผ๋ฏธํฐ ์กฐ์ | lil-gui๋ก ์ค์๊ฐ ์กฐ์ ๊ฐ๋ฅ |
// script.js
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import GUI from 'lil-gui';
import waterVertexShader from './shaders/water/vertex.glsl';
import waterFragmentShader from './shaders/water/fragment.glsl';
/**
* Base
*/
// Debug
const gui = new GUI({ width: 340 });
const debugObject = {};
// Canvas
const canvas = document.querySelector('canvas.webgl');
// Scene
const scene = new THREE.Scene();
/**
* Water
*/
// Geometry
const waterGeometry = new THREE.PlaneGeometry(2, 2, 512, 512);
// Color
debugObject.depthColor = '#186691';
debugObject.surfaceColor = '#9bd6ff';
// Material
const waterMaterial = new THREE.ShaderMaterial({
vertexShader: waterVertexShader,
fragmentShader: waterFragmentShader,
uniforms: {
uTime: { value: 0 },
uBigWavesElevation: { value: 0.2 },
uBigWavesFrequency: { value: new THREE.Vector2(4, 1.5) },
uBigWavesSpeed: { value: 0.5 },
uSmallWavesElevation: { value: 0.15 },
uSmallWavesFrequency: { value: 3 },
uSmallWavesSpeed: { value: 0.2 },
uSmallWavesIterations: { value: 4 },
uDepthColor: { value: new THREE.Color(debugObject.depthColor) },
uSurfaceColor: { value: new THREE.Color(debugObject.surfaceColor) },
uColorOffset: { value: 0.08 },
uColorMultiplier: { value: 5 },
},
});
// Mesh
const water = new THREE.Mesh(waterGeometry, waterMaterial);
water.rotation.x = -Math.PI * 0.5;
scene.add(water);
// Debug
gui
.add(waterMaterial.uniforms.uBigWavesElevation, 'value')
.min(0)
.max(1)
.step(0.001)
.name('uBigWavesElevation');
gui
.add(waterMaterial.uniforms.uBigWavesFrequency.value, 'x')
.min(0)
.max(10)
.step(0.01)
.name('uBigWavesFrequencyX');
gui
.add(waterMaterial.uniforms.uBigWavesFrequency.value, 'y')
.min(0)
.max(10)
.step(0.01)
.name('uBigWavesFrequencyY');
gui
.add(waterMaterial.uniforms.uBigWavesSpeed, 'value')
.min(0)
.max(4)
.step(0.01)
.name('uBigWavesSpeed');
gui
.add(waterMaterial.uniforms.uSmallWavesElevation, 'value')
.min(0)
.max(1)
.step(0.001)
.name('uSmallWavesElevation');
gui
.add(waterMaterial.uniforms.uSmallWavesFrequency, 'value')
.min(0)
.max(30)
.step(0.001)
.name('uSmallWavesFrequency');
gui
.add(waterMaterial.uniforms.uSmallWavesSpeed, 'value')
.min(0)
.max(4)
.step(0.001)
.name('uSmallWavesSpeed');
gui
.add(waterMaterial.uniforms.uSmallWavesIterations, 'value')
.min(0)
.max(5)
.step(1)
.name('uSmallIterations');
gui
.addColor(debugObject, 'depthColor')
.name('depthColor')
.onChange(() => {
waterMaterial.uniforms.uDepthColor.value.set(debugObject.depthColor);
});
gui
.addColor(debugObject, 'surfaceColor')
.name('surfaceColor')
.onChange(() => {
waterMaterial.uniforms.uSurfaceColor.value.set(debugObject.surfaceColor);
});
gui
.add(waterMaterial.uniforms.uColorOffset, 'value')
.min(0)
.max(1)
.step(0.001)
.name('uColorOffset');
gui
.add(waterMaterial.uniforms.uColorMultiplier, 'value')
.min(0)
.max(10)
.step(0.01)
.name('uColorMultiplier');
/**
* Sizes
*/
const sizes = {
width: window.innerWidth,
height: window.innerHeight,
};
window.addEventListener('resize', () => {
// Update sizes
sizes.width = window.innerWidth;
sizes.height = window.innerHeight;
// Update camera
camera.aspect = sizes.width / sizes.height;
camera.updateProjectionMatrix();
// Update renderer
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
});
/**
* Camera
*/
// Base camera
const camera = new THREE.PerspectiveCamera(
75,
sizes.width / sizes.height,
0.1,
100,
);
camera.position.set(1, 1, 1);
scene.add(camera);
// Controls
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
/**
* Renderer
*/
const renderer = new THREE.WebGLRenderer({
canvas: canvas,
});
renderer.setSize(sizes.width, sizes.height);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
/**
* Animate
*/
const clock = new THREE.Clock();
const tick = () => {
const elapsedTime = clock.getElapsedTime();
// Update water
waterMaterial.uniforms.uTime.value = elapsedTime;
// Update controls
controls.update();
// Render
renderer.render(scene, camera);
// Call tick again on the next frame
window.requestAnimationFrame(tick);
};
tick();
// vertex.glsl
uniform float uTime;
uniform float uBigWavesElevation;
uniform vec2 uBigWavesFrequency;
uniform float uBigWavesSpeed;
uniform float uSmallWavesElevation;
uniform float uSmallWavesFrequency;
uniform float uSmallWavesSpeed;
uniform float uSmallWavesIterations;
varying float vElevation;
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t)
{
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
// Elevation
float elevation =
sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
uBigWavesElevation;
for(float i = 1.0; i <= uSmallWavesIterations; i++) {
elevation -= abs(
cnoise(
vec3(
modelPosition.xz * uSmallWavesFrequency * i,
uTime * uSmallWavesSpeed
)
) * uSmallWavesElevation / i
);
}
modelPosition.y += elevation;
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
// Varying
vElevation = elevation;
}
// fragment.glsl
uniform vec3 uDepthColor;
uniform vec3 uSurfaceColor;
uniform float uColorOffset;
uniform float uColorMultiplier;
varying float vElevation;
void main() {
float mixStrength = (vElevation * uColorOffset) * uColorMultiplier;
vec3 color = mix(uDepthColor, uSurfaceColor, mixStrength);
gl_FragColor = vec4(color, 1.0);
#include <colorspace_fragment> // Three.js์ ์ต์ ๋ฒ์ ์์๋ sRGB์์ ๊ณต๊ฐ์์ ์์์ ์ถ๋ ฅ
}'Graphic > ThreeJS' ์นดํ ๊ณ ๋ฆฌ์ ๋ค๋ฅธ ๊ธ
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