The docs for scene
say a color or texture can be used for scene.background
. I would like to use a ShaderMaterial
with my own custom shaders. How can I do this?
Specifically, I want to paint a color ramp behind the foreground elements. Here is the fragment shader:
uniform vec2 uXYPixel;
void main() {
vec2 xy = vec2(gl_FragCoord.x/uXYPixel.x, gl_FragCoord.y/uXYPixel.y);
gl_FragColor.rgb = vec3(xy.x, xy.y, 0);
gl_FragColor.a = 1.0;
}
uXYPixel
is a uniform
vec2
with the values window.innerWidth
, window.innerHeight
You'd need to manually create two render passes. One that renders the background plane with a simple Camera
, and the second one that renders the rest of the scene. You can use the most basic Camera class since you won't be using transformation or projection matrices:
// Set renderer with no autoclear
var renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
document.body.append(renderer.domElement);
renderer.setSize(window.innerWidth, window.innerHeight);
// Set up background scene
var bgScene = new THREE.Scene();
var bgCam = new THREE.Camera();
var bgGeom = new THREE.PlaneBufferGeometry(2, 2);
var bgMat = new THREE.ShaderMaterial({
// Add shader stuff in here
// ..
// Disable depth so it doesn't interfere with foreground scene
depthTest: false,
depthWrite: false
});
var bgMesh = new THREE.Mesh(bgGeom, bgMat);
bgScene.add(bgMesh);
// Set up regular scene
var scene = new THREE.Scene();
var cam = new THREE.PerspectiveCamera(45, w/h, 1, 100);
function update() {
// Clear previous frame
renderer.clear();
// Background render pass
renderer.render(bgScene, bgCam);
// Foreground render pass
renderer.render(scene, cam);
requestAnimationFrame(update);
}
update();
Here you can see a working example.
Notice that the renderer's autoClear = false
attribute makes sure it doesn't clear the buffer in between each render()
call; you'll have to clear it manually at the beginning of each frame.