Instanced meshes in Three.js allow you to efficiently render multiple copies of a geometry with shared material properties, reducing draw calls and improving performance. However, real-world applications often require each instance to have unique attributes, such as different colors or material properties. This article will guide you through customizing instanced meshes with per-instance attributes.
1. Setting Up the Instanced Mesh
Start by creating an InstancedMesh object with a shared geometry and material. For example:
let instMesh = new THREE.InstancedMesh(geometry, material, instanceCount);
the mesh being instanced can be an imported GLTF/GLB model or a primitive made by the use of THREE.Mesh().
2. Defining Per-Instance Attributes
Attributes like color, metalness, or roughness can be stored in InstancedBufferAttributes, which are arrays containing data for each instance:
let colors = new Float32Array(instanceCount * 3); // RGB values let metalness = new Float32Array(instanceCount); // Metalness values let roughness = new Float32Array(instanceCount); // Roughness values
You can assign values to these attributes for each instance. For example:
for (let i = 0; i < instanceCount; i++) {
colors.set([Math.random(), Math.random(), Math.random()], i * 3); // Random color
metalness[i] = Math.random(); // Random metalness
roughness[i] = Math.random(); // Random roughness
}
Attach these attributes to the geometry:
instMesh.geometry.setAttribute( "instanceColor", new THREE.InstancedBufferAttribute(colors, 3) ); instMesh.geometry.setAttribute( "instanceMetalness", new THREE.InstancedBufferAttribute(metalness, 1) ); instMesh.geometry.setAttribute( "instanceRoughness", new THREE.InstancedBufferAttribute(roughness, 1) );
3. Modifying the Shader
To use these custom attributes, modify the vertex and fragment shaders. Access the per-instance attributes using attribute keywords in the vertex shader and pass them to the fragment shader via varying variables.
Add Custom Attributes
In the vertex shader:
attribute vec3 instanceColor;
attribute float instanceMetalness;
attribute float instanceRoughness;
varying vec3 vInstanceColor;
varying float vInstanceMetalness;
varying float vInstanceRoughness;
void main() {
vInstanceColor = instanceColor;
vInstanceMetalness = instanceMetalness;
vInstanceRoughness = instanceRoughness;
// Existing transformations
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
In the fragment shader:
varying vec3 vInstanceColor;
varying float vInstanceMetalness;
varying float vInstanceRoughness;
void main() {
vec3 color = vInstanceColor;
float metalness = vInstanceMetalness;
float roughness = vInstanceRoughness;
// Combine with lighting calculations (example)
gl_FragColor = vec4(color * metalness, 1.0);
}
4. Applying the Custom Shader
Override the material’s default shader to include these modifications:
instMesh.material.onBeforeCompile = (shader) => {
shader.vertexShader = `
attribute vec3 instanceColor;
attribute float instanceMetalness;
attribute float instanceRoughness;
varying vec3 vInstanceColor;
varying float vInstanceMetalness;
varying float vInstanceRoughness;
` + shader.vertexShader;
shader.fragmentShader = `
varying vec3 vInstanceColor;
varying float vInstanceMetalness;
varying float vInstanceRoughness;
` + shader.fragmentShader;
shader.vertexShader = shader.vertexShader.replace(
"#include <begin_vertex>",
`
#include <begin_vertex>
vInstanceColor = instanceColor;
vInstanceMetalness = instanceMetalness;
vInstanceRoughness = instanceRoughness;
`
);
shader.fragmentShader = shader.fragmentShader.replace(
"vec3 diffuseColor = diffuse.rgb;",
"vec3 diffuseColor = vInstanceColor;"
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <roughnessmap_fragment>",
"roughnessFactor = vInstanceRoughness;"
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <metalnessmap_fragment>",
"metalnessFactor = vInstanceMetalness;"
);
};
5. Rendering the Instanced Mesh
Finally, add the instanced mesh to the scene and render it as usual:
scene.add(instMesh); renderer.render(scene, camera);
Conclusion
By leveraging InstancedBufferAttributes and customizing shaders, you can achieve highly dynamic and visually diverse scenes while maintaining optimal performance. This approach is especially beneficial for games and simulations that involve rendering large numbers of objects with distinct properties.