I'd like to change the background color of a simple three.js scene, like the one you change with
renderer.setClearColor(/*insert color here*/)
or
scene.background = new THREE.Color(/*insert color here*/)
with fragment shaders, but including glsl code or ShaderMaterial inside the brackets doesnt work. How can I do it?
Here is an approach with WebGLRenderTarget.texture
as scene.background
:
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
gu.resolution.set(innerWidth, innerHeight);
});
let gu = {
time: {value: 0},
resolution: {value: new THREE.Vector2(innerWidth, innerHeight)}
}
let light = new THREE.DirectionalLight(0xffffff, 0.8);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.2));
let ico = new THREE.Mesh(new THREE.IcosahedronGeometry(3, 0), new THREE.MeshLambertMaterial({color: 0xff4488}));
scene.add(ico);
// <background stuff>
let backScene = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), new THREE.MeshBasicMaterial({
color: 0x004488,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.resolution = gu.resolution;
shader.vertexShader = `
varying vec2 vUv;
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
`#include <uv_vertex>`,
`vUv = uv;`
);
shader.fragmentShader = `
${noise}
uniform float time;
uniform vec2 resolution;
varying vec2 vUv;
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
vec2 tUv = vUv * 5.0;
tUv.x *= resolution.x / resolution.y;
float t = time * 0.5;
tUv -= vec2(t * 0.25, t);
float n1 = snoise(vec3(tUv, time * 0.125));
n1 = (n1 + 1.0) * 0.5;
float n2 = snoise(vec3(n1 * 10., 1, 1));
n2 = sin(((n2 + 1.0) * 0.5) * 3.1415926 * 2.);
float effect = smoothstep(0.1, 0.125, n1) * (1. - smoothstep(0.375, 0.4, n2));
float coef = sin(n2 * 3.141526 * 0.5) * 0.125;
float e = effect - abs(coef);
e = n1 > 0.25 && n1 < 0.75? e * e : pow(e, 16.);
vec4 diffuseColor = vec4(diffuse * e, opacity);
`
);
}
}));
let backCamera = new THREE.Camera();
let backRT = new THREE.WebGLRenderTarget(innerWidth, innerHeight);
scene.background = backRT.texture; // assign to background
// </background stuff>
let clock = new THREE.Clock();
renderer.setAnimationLoop( _ => {
let t = clock.getElapsedTime();
gu.time.value = t;
ico.rotation.x = t * 0.31;
ico.rotation.y = t * 0.27;
renderer.setRenderTarget(backRT); // set render target
renderer.render(backScene, backCamera); //render background
renderer.setRenderTarget(null); // remove render target, render to default buffer
renderer.render(scene, camera); // render scene
renderer.render(scene, camera);
})
body{
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script>
var noise = `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
`;
</script>