Enhancing Objects with a Custom Glow Shader in Three.js
Shaders in Three.js allow for highly customizable visual effects, and one of the most striking effects is the “glow” or “neon” effect. The provided code defines a custom shader material that applies a glowing effect to an object in a Three.js scene. This article explores how the shader works and how it can be used to enhance objects dynamically.
Understanding the Shader Code
The shader is defined using GLSL, comprising a vertex shader and a fragment shader.
Vertex Shader
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
- The
vUvvariable stores the object’s UV coordinates, which are later used in the fragment shader. - The vertex shader applies the standard transformation using
projectionMatrixandmodelViewMatrix.
Fragment Shader
uniform vec3 glowColor;
uniform float intensity;
void main() {
gl_FragColor = vec4(glowColor * intensity, 1.0);
}
glowColoris a uniform variable that holds the color of the glow.intensityscales the brightness of the glow effect.- The final color output is set to
glowColor * intensitywith full opacity.
Applying the Glow Effect
The function applyGlow() dynamically replaces the material of an object (or parts of it) with the glow shader.
Function Breakdown
export function applyGlow(object, materialName, intensity = 3.0, color = null)
object: The Three.js object to which the glow effect should be applied.materialName: The name of the material that should be replaced with the glow shader.intensity: The strength of the glow effect (default is 3.0).color: (Optional) The glow color. If not specified, it derives from the object’s original material.
Creating the Glow Material
const neonMaterial = new THREE.ShaderMaterial({
uniforms: {
glowColor: { value: glowColor },
intensity: { value: intensity }
},
vertexShader: shaders.vertex,
fragmentShader: shaders.fragment,
side: THREE.DoubleSide,
transparent: false,
depthWrite: true
});
- A new
ShaderMaterialis created using the custom shaders. uniformsallow for dynamic control of the glow color and intensity.DoubleSideensures the effect is applied on both sides of the object.
Replacing the Material in the Object Hierarchy
object.traverse(child => {
if (child.isMesh && child.material.name === materialName) {
if (!color) {
glowColor.copy(child.material.color);
neonMaterial.uniforms.glowColor.value = glowColor;
}
child.material = neonMaterial;
}
});
- The function traverses all child meshes of the given object.
- If a mesh’s material name matches
materialName, its material is replaced withneonMaterial. - If no color is provided, the original material color is used.
How to Use the Function
Here’s an example of applying the glow effect to a mesh:
import { applyGlow } from './glowShader';
const geometry = new THREE.SphereGeometry(1, 32, 32);
const material = new THREE.MeshStandardMaterial({ color: 'red', name: 'glowingMat' });
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
// Apply the glow effect
applyGlow(sphere, 'glowingMat', 4.0, '#ff00ff');
This will replace the glowingMat material of the sphere with a bright pink glow effect.
Potential Enhancements
- Transparency: Setting
transparent: trueinShaderMaterialcan allow for blending effects. - Edge Glow: Modify the fragment shader to make the glow effect more pronounced at the edges.
- Animation: Dynamically adjust
intensityin the render loop to create a pulsating glow effect.
Conclusion
This shader-based glow effect provides a lightweight and customizable way to add a neon or emissive appearance to objects in a Three.js scene. By dynamically adjusting the intensity and color, you can create visually stunning highlights for objects in your 3D environment.