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我想在我的页面上呈现带有阴影的对象。但是阴影是深黑色的渲染,但是我希望阴影后面的页面可见,如何将Alpha添加到我的阴影中以查看背后的蓝色平面?three.js中的透明阴影
var deg_to_rad_factor = Math.PI/180.;
$(window).load(function() {
console.log("3d");
var cont = $("#container");
var camera = new THREE.PerspectiveCamera(70, cont.width()/cont.height(), 1, 1000);
camera.position.z = 50;
var scene = new THREE.Scene();
// ground
geometry = new THREE.BoxBufferGeometry(60, 60, 0.01);
material = new THREE.ShadowMaterial({ opacity : 0.5 });
ground = new THREE.Mesh(geometry, material);
ground.position.y = 0.0;
ground.receiveShadow = true;
scene.add(ground);
// box
geometry = new THREE.BoxBufferGeometry(10, 10, 10);
material = new THREE.MeshLambertMaterial({ color: 'rgb(255,0,0)' });
mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 20;
mesh.position.z = mesh.scale.z/2;
mesh.rotation.z = deg_to_rad_factor * 45;
mesh.castShadow = true;
scene.add(mesh);
// sun
var sunLight = new THREE.DirectionalLight('rgb(255,255,255)', 1);
sunLight.position.set(0, 2 , 1);
sunLight.castShadow = true;
var lit = 200;
sunLight.shadow.camera.right = lit;
sunLight.shadow.camera.left = -lit;
sunLight.shadow.camera.top = lit;
sunLight.shadow.camera.bottom = -lit;
sunLight.shadow.mapSize.width = 1024*4;
sunLight.shadow.mapSize.height = 1024*4;
scene.add(sunLight);
var light = new THREE.AmbientLight(0x0f0f0f); // soft white light
scene.add(light);
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(cont.width(),cont.height());
renderer.shadowMap.enabled = true;
cont.append(renderer.domElement);
renderer.render(scene, camera);
});
div {
width: 300px;
height: 300px;
background-color: blue;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="container">
</div>
EDIT
我发现我可以控制不透明度,如果我改变的three.js所
function ShadowMaterial() {
ShaderMaterial.call(this, {
uniforms: UniformsUtils.merge([
UniformsLib[ "lights" ],
{
opacity: { value: 0.5 }
}
]),
vertexShader: ShaderChunk[ 'shadow_vert' ],
fragmentShader: ShaderChunk[ 'shadow_frag' ]
});
来源如何控制该值从外面?