Codrops 원본
How to Make The Fluffiest Grass With Three.js
섹션 · MIT
갤러리 안에서는 화면을 벗어나거나 움직임을 멈추면 예제도 닫힙니다. 다시 재생할 때는 처음부터 시작해요.
SOURCE FILES
원본 코드 읽기
수집한 원본 소스와 실행 안내를 함께 제공합니다.
index.html
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="stylesheet" href="/src/style.css">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Fluffy Grass Three.js</title>
<meta name="description"
content="Fluffiest Grass on the internet. Built using threejs. Grass Material by thebenezer." />
<meta name="keywords" content="Three.js, grass material, tutorial, thebenezer, Zero x Infinity" />
<meta property="og:title" content="Fluffy Grass Three.js" />
<meta property="og:description"
content="Fluffiest Grass on the internet. Built using threejs. Grass Material by thebenezer." />
<meta property="og:image" content="/social2.webp" />
<meta property="og:url" content="https://fluffygrass.vercel.app" />
<!-- twitter -->
<meta name="twitter:card" content="summary_large_image" />
<meta name="twitter:site" content="@th_ebenezer" />
<meta name="twitter:creator" content="@th_ebenezer" />
<meta name="twitter:title" content="Fluffy Grass Three.js" />
<meta name="twitter:description"
content="Fluffiest Grass on the internet. Built using threejs. Grass Material by thebenezer." />
<meta name="twitter:image" content="/social2.webp" />
</head>
<body>
<nav>
<a href="https://github.com/thebenezer/FluffyGrass">
<img src="/github-mark.svg" alt="GitHub" />
</a>
</nav>
<div class="credits">
<p>Created by <a href="https://twitter.com/th_ebenezer">thebenezer</a></p>
</div>
<canvas id="canvas"></canvas>
<!-- <button class="randomizeButton">Randomize</button> -->
<script type="module" src="/src/main.ts"></script>
</body>
</html>src/GrassMaterial.ts
import { GUI } from "dat.gui";
import * as THREE from "three";
interface GrassUniformsInterface {
uTime?: { value: number };
uEnableShadows?: { value: boolean };
uShadowDarkness?: { value: number };
uGrassLightIntensity?: { value: number };
uNoiseScale?: { value: number };
uPlayerPosition?: { value: THREE.Vector3 };
baseColor?: { value: THREE.Color };
tipColor1?: { value: THREE.Color };
tipColor2?: { value: THREE.Color };
noiseTexture?: { value: THREE.Texture };
grassAlphaTexture?: { value: THREE.Texture };
fogColor2?: { value: THREE.Color };
fogColor3?: { value: THREE.Color };
}
export class GrassMaterial {
material: THREE.Material;
private grassColorProps = {
baseColor: "#313f1b",
tipColor1: "#9bd38d",
tipColor2: "#1f352a",
};
uniforms: { [key: string]: { value: any } } = {
uTime: { value: 0 },
uEnableShadows: { value: true },
uShadowDarkness: { value: 0.5 },
uGrassLightIntensity: { value: 1 },
uNoiseScale: { value: 1.5 },
uPlayerPosition: { value: new THREE.Vector3() },
baseColor: { value: new THREE.Color(this.grassColorProps.baseColor) },
tipColor1: { value: new THREE.Color(this.grassColorProps.tipColor1) },
tipColor2: { value: new THREE.Color(this.grassColorProps.tipColor2) },
noiseTexture: { value: new THREE.Texture() },
grassAlphaTexture: { value: new THREE.Texture() },
};
private mergeUniforms(newUniforms?: GrassUniformsInterface) {
if (!newUniforms) return;
for (const [key, value] of Object.entries(newUniforms)) {
if (value && this.uniforms.hasOwnProperty(key)) {
this.uniforms[key].value = value;
}
}
}
constructor(grassProps?: GrassUniformsInterface) {
this.mergeUniforms(grassProps);
this.material = new THREE.MeshLambertMaterial({
side: THREE.DoubleSide,
color: 0x229944,
transparent: true,
alphaTest: 0.1,
shadowSide: 1,
});
this.setupGrassMaterial(this.material);
}
public updateGrassGraphicsChange(high: boolean = true) {
if (!high) {
this.uniforms.uEnableShadows.value = false;
} else {
this.uniforms.uEnableShadows.value = true;
}
}
update(delta: number) {
this.uniforms.uTime.value = delta;
}
private setupGrassMaterial(material: THREE.Material) {
material.onBeforeCompile = (shader) => {
shader.uniforms = {
...shader.uniforms,
uTime: this.uniforms.uTime,
uTipColor1: this.uniforms.tipColor1,
uTipColor2: this.uniforms.tipColor2,
uBaseColor: this.uniforms.baseColor,
uEnableShadows: this.uniforms.uEnableShadows,
uShadowDarkness: this.uniforms.uShadowDarkness,
uGrassLightIntensity: this.uniforms.uGrassLightIntensity,
uNoiseScale: this.uniforms.uNoiseScale,
uNoiseTexture: this.uniforms.noiseTexture,
uGrassAlphaTexture: this.uniforms.grassAlphaTexture,
fogColor2: this.uniforms.fogColor2,
fogColor3: this.uniforms.fogColor3,
};
shader.vertexShader = `
// FOG
#include <common>
#include <fog_pars_vertex>
// FOG
#include <shadowmap_pars_vertex>
uniform sampler2D uNoiseTexture;
uniform float uNoiseScale;
uniform float uTime;
varying vec3 vColor;
varying vec2 vGlobalUV;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec2 vWindColor;
void main() {
#include <color_vertex>
// FOG
#include <begin_vertex>
#include <project_vertex>
#include <fog_vertex>
// FOG
// SHADOW
#include <beginnormal_vertex>
#include <defaultnormal_vertex>
#include <worldpos_vertex>
#include <shadowmap_vertex>
// SHADOW
// wind effect
vec2 uWindDirection = vec2(1.0,1.0);
float uWindAmp = 0.1;
float uWindFreq = 50.;
float uSpeed = 1.0;
float uNoiseFactor = 5.50;
float uNoiseSpeed = 0.001;
vec2 windDirection = normalize(uWindDirection); // Normalize the wind direction
vec4 modelPosition = modelMatrix * instanceMatrix * vec4(position, 1.0);
float terrainSize = 100.;
vGlobalUV = (terrainSize-vec2(modelPosition.xz))/terrainSize;
vec4 noise = texture2D(uNoiseTexture,vGlobalUV+uTime*uNoiseSpeed);
float sinWave = sin(uWindFreq*dot(windDirection, vGlobalUV) + noise.g*uNoiseFactor + uTime * uSpeed) * uWindAmp * (1.-uv.y);
float xDisp = sinWave;
float zDisp = sinWave;
modelPosition.x += xDisp;
modelPosition.z += zDisp;
// use perlinNoise to vary the terrainHeight of the grass
modelPosition.y += exp(texture2D(uNoiseTexture,vGlobalUV * uNoiseScale).r) * 0.5 * (1.-uv.y);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
// assign varyings
vUv = vec2(uv.x,1.-uv.y);
vNormal = normalize(normalMatrix * normal);
vWindColor = vec2(xDisp,zDisp);
vViewPosition = mvPosition.xyz;
}
`;
shader.fragmentShader = `
#include <alphatest_pars_fragment>
#include <alphamap_pars_fragment>
// FOG
#include <fog_pars_fragment>
// FOG
#include <common>
#include <packing>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
uniform float uTime;
uniform vec3 uBaseColor;
uniform vec3 uTipColor1;
uniform vec3 uTipColor2;
uniform sampler2D uGrassAlphaTexture;
uniform sampler2D uNoiseTexture;
uniform float uNoiseScale;
uniform int uEnableShadows;
uniform float uGrassLightIntensity;
uniform float uShadowDarkness;
uniform float uDayTime;
varying vec3 vColor;
varying vec2 vUv;
varying vec2 vGlobalUV;
varying vec3 vNormal;
varying vec3 vViewPosition;
varying vec2 vWindColor;
void main() {
vec4 grassAlpha = texture2D(uGrassAlphaTexture,vUv);
vec4 grassVariation = texture2D(uNoiseTexture, vGlobalUV * uNoiseScale);
vec3 tipColor = mix(uTipColor1,uTipColor2,grassVariation.r);
vec4 diffuseColor = vec4( mix(uBaseColor,tipColor,vUv.y), step(0.1,grassAlpha.r) );
vec3 grassFinalColor = diffuseColor.rgb * uGrassLightIntensity;
// light calculation derived from <lights_fragment_begin>
vec3 geometryPosition = vViewPosition;
vec3 geometryNormal = vNormal;
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
vec3 geometryClearcoatNormal;
IncidentLight directLight;
float shadow = 0.0;
float currentShadow = 0.0;
float NdotL;
if(uEnableShadows == 1){
#if ( NUM_DIR_LIGHTS > 0)
DirectionalLight directionalLight;
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, directLight );
directionalLightShadow = directionalLightShadows[ i ];
currentShadow = getShadow( directionalShadowMap[ i ],
directionalLightShadow.shadowMapSize,
directionalLightShadow.shadowBias,
directionalLightShadow.shadowRadius,
vDirectionalShadowCoord[ i ] );
currentShadow = all( bvec2( directLight.visible, receiveShadow ) ) ? currentShadow : 1.0;
float weight = clamp( pow( length( vDirectionalShadowCoord[ i ].xy * 2. - 1. ), 4. ), .0, 1. );
shadow += mix( currentShadow, 1., weight);
}
#pragma unroll_loop_end
#endif
grassFinalColor = mix(grassFinalColor , grassFinalColor * uShadowDarkness, 1.-shadow) ;
} else{
grassFinalColor = grassFinalColor ;
}
diffuseColor.rgb = clamp(diffuseColor.rgb*shadow,0.0,1.0);
#include <alphatest_fragment>
gl_FragColor = vec4(grassFinalColor ,1.0);
// uncomment to visualize wind
// vec3 windColorViz = vec3((vWindColor.x+vWindColor.y)/2.);
// gl_FragColor = vec4(windColorViz,1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
// FOG
#include <fog_fragment>
// FOG
}
`;
};
}
setupTextures(grassAlphaTexture: THREE.Texture, noiseTexture: THREE.Texture) {
this.uniforms.grassAlphaTexture.value = grassAlphaTexture;
this.uniforms.noiseTexture.value = noiseTexture;
}
setupGUI(gui: GUI) {
const folder = gui.addFolder("Grass Props");
folder.addColor(this.grassColorProps, "baseColor").onChange((value) => {
this.uniforms.baseColor.value.set(value);
});
folder.addColor(this.grassColorProps, "tipColor1").onChange((value) => {
this.uniforms.tipColor1.value.set(value);
});
folder.addColor(this.grassColorProps, "tipColor2").onChange((value) => {
this.uniforms.tipColor2.value.set(value);
});
folder.add(this.uniforms.uNoiseScale, "value", 0, 5).name("Noise Scale");
folder
.add(this.uniforms.uGrassLightIntensity, "value", 0, 2)
.name("Light Intensity");
folder
.add(this.uniforms.uShadowDarkness, "value", 0, 1)
.name("ShadowDarkness");
folder.add(this.uniforms.uEnableShadows, "value").name("Enable Shadows");
folder.open();
}
}
// ************** USAGE **************
/*
import { GrassMaterial } from "./GrassMaterial";
// in your main class
const grassMaterial: GrassMaterial;
// in your setup function
grassMaterial = new GrassMaterial();
// after loading the textures
grassMaterial.setupTextures(this.textures.grassAlpha, this.textures.perlinNoise);
// in your render function
uTime += this.clock.getDelta();
grassMaterial.update(uTime);
*/
함께 쓰는 파일 6개 보기
src/main.ts
import * as THREE from "three";
import Stats from "stats-gl";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import * as dat from "dat.gui";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { MeshSurfaceSampler } from "three/addons/math/MeshSurfaceSampler.js";
import { GrassMaterial } from "./GrassMaterial";
export class FluffyGrass {
// # Need access to these outside the comp
private loadingManager: THREE.LoadingManager;
private textureLoader: THREE.TextureLoader;
private gltfLoader: GLTFLoader;
private camera: THREE.PerspectiveCamera;
private renderer: THREE.WebGLRenderer;
private scene: THREE.Scene;
private canvas: HTMLCanvasElement;
private stats: Stats;
private orbitControls: OrbitControls;
private gui: dat.GUI;
private sceneGUI: dat.GUI;
private sceneProps = {
fogColor: "#eeeeee",
terrainColor: "#5e875e",
fogDensity: 0.02,
};
private textures: { [key: string]: THREE.Texture } = {};
Uniforms = {
uTime: { value: 0 },
color: { value: new THREE.Color("#0000ff") },
};
private clock = new THREE.Clock();
private terrainMat: THREE.MeshPhongMaterial;
private grassGeometry = new THREE.BufferGeometry();
private grassMaterial: GrassMaterial;
private grassCount = 8000;
constructor(_canvas: HTMLCanvasElement) {
this.loadingManager = new THREE.LoadingManager();
this.textureLoader = new THREE.TextureLoader(this.loadingManager);
this.gui = new dat.GUI();
this.gltfLoader = new GLTFLoader(this.loadingManager);
this.canvas = _canvas;
// this.canvas.style.pointerEvents = 'all';
this.stats = new Stats({
minimal: true,
});
this.camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
this.camera.position.set(-17, 12, -10);
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(this.sceneProps.fogColor);
this.scene.fog = new THREE.FogExp2(
this.sceneProps.fogColor,
this.sceneProps.fogDensity
);
this.renderer = new THREE.WebGLRenderer({
canvas: this.canvas,
antialias: true,
alpha: true,
precision: "highp", // Use high precision
});
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.autoUpdate = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
this.renderer.outputColorSpace = THREE.SRGBColorSpace;
this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.scene.frustumCulled = true;
this.orbitControls = new OrbitControls(this.camera, canvas);
this.orbitControls.autoRotate = true;
this.orbitControls.autoRotateSpeed = -0.5;
this.orbitControls.enableDamping = true;
this.grassMaterial = new GrassMaterial();
this.terrainMat = new THREE.MeshPhongMaterial({
color: this.sceneProps.terrainColor,
});
this.init();
}
private init() {
this.setupGUI();
this.setupStats();
this.setupTextures();
// this.createCube();
this.loadModels();
this.setupEventListeners();
this.addLights();
}
private createCube() {
const geometry = new THREE.BoxGeometry(2, 7, 2);
const material = new THREE.MeshPhongMaterial({ color: 0x333333 });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(6, 5, -3);
cube.castShadow = true;
this.scene.add(cube);
}
private addLights() {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
this.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 2);
directionalLight.castShadow = true;
directionalLight.position.set(100, 100, 100);
directionalLight.shadow.camera.far = 200;
directionalLight.shadow.camera.left = -50;
directionalLight.shadow.camera.right = 50;
directionalLight.shadow.camera.top = 50;
directionalLight.shadow.camera.bottom = -50;
directionalLight.shadow.mapSize.set(2048, 2048);
this.scene.add(directionalLight);
}
private addGrass(
surfaceMesh: THREE.Mesh,
grassGeometry: THREE.BufferGeometry
) {
// Create a sampler for a Mesh surface.
const sampler = new MeshSurfaceSampler(surfaceMesh)
.setWeightAttribute("color")
.build();
// Create a material for grass
const grassInstancedMesh = new THREE.InstancedMesh(
grassGeometry,
this.grassMaterial.material,
this.grassCount
);
grassInstancedMesh.receiveShadow = true;
const position = new THREE.Vector3();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3(1, 1, 1);
const normal = new THREE.Vector3();
const yAxis = new THREE.Vector3(0, 1, 0);
const matrix = new THREE.Matrix4();
// Sample randomly from the surface, creating an instance of the sample
// geometry at each sample point.
for (let i = 0; i < this.grassCount; i++) {
sampler.sample(position, normal);
// Align the instance with the surface normal
quaternion.setFromUnitVectors(yAxis, normal);
// Create a random rotation around the y-axis
const randomRotation = new THREE.Euler(0, Math.random() * Math.PI * 2, 0);
const randomQuaternion = new THREE.Quaternion().setFromEuler(
randomRotation
);
// Combine the alignment with the random rotation
quaternion.multiply(randomQuaternion);
// Set the new scale in the matrix
matrix.compose(position, quaternion, scale);
grassInstancedMesh.setMatrixAt(i, matrix);
}
this.scene.add(grassInstancedMesh);
}
private loadModels() {
this.sceneGUI
.addColor(this.sceneProps, "terrainColor")
.onChange((value) => {
this.terrainMat.color.set(value);
});
this.gltfLoader.load("/island.glb", (gltf) => {
let terrainMesh: THREE.Mesh;
gltf.scene.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.material = this.terrainMat;
child.receiveShadow = true;
child.geometry.scale(3, 3, 3);
terrainMesh = child;
}
});
this.scene.add(gltf.scene);
// load grass model
this.gltfLoader.load("/grassLODs.glb", (gltf) => {
gltf.scene.traverse((child) => {
if (child instanceof THREE.Mesh) {
if (child.name.includes("LOD00")) {
child.geometry.scale(5, 5, 5);
this.grassGeometry = child.geometry;
}
}
});
this.addGrass(terrainMesh, this.grassGeometry);
});
});
const material = new THREE.MeshPhongMaterial({ color: 0x333333 });
this.gltfLoader.load("/fluffy_grass_text.glb", (gltf) => {
gltf.scene.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.material = material;
child.geometry.scale(3, 3, 3);
child.position.y += 0.5;
child.castShadow = true;
child.receiveShadow = true;
}
});
this.scene.add(gltf.scene);
});
}
public render() {
this.Uniforms.uTime.value += this.clock.getDelta();
this.grassMaterial.update(this.Uniforms.uTime.value);
this.renderer.render(this.scene, this.camera);
// this.postProcessingManager.update();
this.stats.update();
requestAnimationFrame(() => this.render());
this.orbitControls.update();
}
private setupTextures() {
this.textures.perlinNoise = this.textureLoader.load("/perlinnoise.webp");
this.textures.perlinNoise.wrapS = this.textures.perlinNoise.wrapT =
THREE.RepeatWrapping;
this.textures.grassAlpha = this.textureLoader.load("/grass.jpeg");
this.grassMaterial.setupTextures(
this.textures.grassAlpha,
this.textures.perlinNoise
);
}
private setupGUI() {
this.gui.close();
const guiContainer = this.gui.domElement.parentElement as HTMLDivElement;
guiContainer.style.zIndex = "9999";
guiContainer.style.position = "fixed";
guiContainer.style.top = "0";
guiContainer.style.left = "0";
guiContainer.style.right = "auto";
guiContainer.style.display = "block";
this.sceneGUI = this.gui.addFolder("Scene Properties");
this.sceneGUI.add(this.orbitControls, "autoRotate").name("Auto Rotate");
this.sceneGUI
.add(this.sceneProps, "fogDensity", 0, 0.05, 0.000001)
.onChange((value) => {
(this.scene.fog as THREE.FogExp2).density = value;
});
this.sceneGUI.addColor(this.sceneProps, "fogColor").onChange((value) => {
this.scene.fog?.color.set(value);
this.scene.background = new THREE.Color(value);
});
this.grassMaterial.setupGUI(this.sceneGUI);
this.sceneGUI.open();
}
private setupStats() {
this.stats.init(this.renderer);
this.stats.dom.style.bottom = "45px";
this.stats.dom.style.top = "auto";
this.stats.dom.style.left = "auto";
// this.stats.dom.style.right = "0";
this.stats.dom.style.display = "none";
document.body.appendChild(this.stats.dom);
}
private setupEventListeners() {
window.addEventListener("resize", () => this.setAspectResolution(), false);
this.stats.dom.addEventListener("click", () => {
console.log(this.renderer.info.render);
});
// const randomizeGrassColor = document.querySelector(
// ".randomizeButton"
// ) as HTMLButtonElement;
// randomizeGrassColor.addEventListener("click", () => {
// this.randomizeGrassColor();
// });
}
private setAspectResolution() {
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(window.innerWidth, window.innerHeight);
// this.postProcessingManager.composer.setSize(
// window.innerWidth,
// window.innerHeight,
// );
}
private randomizeGrassColor() {
const randomTipColorGenerator = () => {
const r = Math.random();
const g = Math.random();
const b = Math.random();
return new THREE.Color(r, g, b);
};
const randomColorGenerator = () => {
// generate random color and keep it dark
const r = Math.random() * 0.5;
const g = Math.random() * 0.5;
const b = Math.random() * 0.5;
return new THREE.Color(r, g, b);
};
// find new terrain color, grass base and tip1,tip2 colors randomly
const terrainColor = randomColorGenerator();
const grassTip1Color = randomTipColorGenerator();
const grassTip2Color = randomTipColorGenerator();
this.terrainMat.color = terrainColor;
this.grassMaterial.uniforms.baseColor.value = terrainColor;
this.grassMaterial.uniforms.tipColor1.value = grassTip1Color;
this.grassMaterial.uniforms.tipColor2.value = grassTip2Color;
}
}
const canvas = document.querySelector("#canvas") as HTMLCanvasElement;
const app = new FluffyGrass(canvas);
app.render();
src/style.css
*{
padding: 0;
margin: 0;
box-sizing: border-box;
}
body,html{
background-color: #f1f1f1;
font-family: 'Helvetica', sans-serif;
overflow: hidden;
display: flex;
padding: 0;
margin: 0;
}
#canvas{
width: 100vw;
height: 100vh;
position: fixed;
top: 0;
left: 0;
}
nav{
position: fixed;
bottom: 0;
right: 0;
display: flex;
justify-content: space-between;
align-items: center;
padding: 20px;
z-index: 100;
}
nav a{
color: #fff;
text-decoration: none;
font-size: 1rem;
font-weight: 600;
border-radius: 5px;
transition: all 0.3s ease;
}
nav a:hover{
opacity: 0.7;
transform: scale(1.2);
}
nav a img{
width: 30px;
height: 30px;
}
.credits{
position: fixed;
top: 0;
right: 0;
padding: 20px;
color: #ffffff;
font-size: 1rem;
font-weight: 100;
z-index: 100;
}
.credits a{
color: #5b5b5b;
text-decoration: none;
transition: all 0.3s ease;
}
.credits a:hover{
color: #718f74;
opacity: 0.7;
transform: scale(1.2);
}
.randomizeButton{
display: none;
position: fixed;
bottom: 0;
left: 50%;
transform: translateX(-50%);
padding: 5px 30px;
margin: 20px;
color: #f2f2f2;
font-size: 1rem;
font-weight: 100;
height: 50px;
z-index: 100;
border-radius: 50px;
border: none;
background-color: #000000;
cursor: pointer;
transition: all 0.3s ease;
}
.randomizeButton:hover{
color: #718f74;
}
.randomizeButton:active{
background-color: #000000;
opacity: 0.7;
}
src/vite-env-override.d.ts
declare module '*.glsl' {
const value: string;
export default value;
}
declare module '*.glb' {
const src: string
export default src
}
declare module '*.fbx' {
const src: string
export default src
}
src/vite-env.d.ts
/// <reference types="./vite-env-override.d.ts" />
/// <reference types="vite/client" />LICENSE실행 안내·자료
MIT License
Copyright (c) 2023 Ebenezer
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BEHIND THE EXAMPLE
이 장면을 만드는 원리
0과 false를 건너뛰는 재질 입력 병합
입력·상태·출력·수명과 실제 결과를 명시합니다.
- 이 예제에서는
- GrassMaterial의 mergeUniforms는 value가 truthy일 때만 기존 uniform을 갱신합니다. 생성자에 0이나 false를 넘기는 경로는 값을 명시해도 무시될 수 있습니다.
코드와 함께 확인하기
코드에서 찾기
mergeUniformsGrassMaterial.tsif(value && ...) 조건이 값의 존재와 참·거짓을 같은 것으로 취급합니다.
직접 해보기
허용된 수치 입력에 0을 전달하고 그래픽 관련 boolean에 false를 전달합니다.
살펴볼 변화전달 값이 uniform에 반영되는지 확인하고 정지·비활성화를 위한 유효한 0/false 계약을 명시해야 합니다.
