Custom Shaders Property Textures
Runnable Cesium example: Custom Shaders Property Textures. Open the live demo, read the complete source, and copy the file into your project. No build step or API key.
single HTML file · CDN dependencies onlyinterface may contain Chinese labels
Source
<!--
示例:着色器采样自定义纹理
说明:用一个 sampler 纹理控制模型颜色,纹理由 canvas 生成
核心逻辑:TextureUniform(SAMPLER_2D) → texture(u_map, uv) → 改写 diffuse
依赖:CesiumJS 1.121 · jsDelivr CDN
-->
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta name="robots" content="noindex,follow">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>着色器采样自定义纹理</title>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/cesium@1.121.0/Build/Cesium/Widgets/widgets.css">
<style>
html,body{height:100%;margin:0}
body{background:#0e1116;color:#e6e8ec;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif}
#c{height:100%}
.tip{position:absolute;left:12px;top:12px;z-index:5;
background:rgba(23,28,35,.9);border:1px solid #2a313b;border-radius:6px;
padding:8px 12px;font-size:12px;color:#a2a9b6;max-width:320px;line-height:1.6}
.cesium-viewer-bottom .cesium-widget-credits,.cesium-viewer-animationContainer,
.cesium-viewer-timelineContainer{display:none!important}
</style>
</head>
<body>
<div id="c"></div>
<div class="tip">模型表面的色块来自一张程序生成的纹理,不是顶点色。</div>
<script src="https://cdn.jsdelivr.net/npm/cesium@1.121.0/Build/Cesium/Cesium.js"></script>
<script>
(function () {
'use strict';
var viewer = new Cesium.Viewer('c', {
baseLayer: false,
baseLayerPicker: false, geocoder: false, homeButton: false,
sceneModePicker: false, navigationHelpButton: false,
animation: false, timeline: false, fullscreenButton: false,
infoBox: false, selectionIndicator: false
});
var scene = viewer.scene;
scene.globe.baseColor = Cesium.Color.fromCssColorString('#1c2733');
scene.backgroundColor = Cesium.Color.fromCssColorString('#0e1116');
scene.skyBox.show = false;
scene.sun.show = false;
scene.moon.show = false;
if (scene.skyAtmosphere) scene.skyAtmosphere.show = false;
function glbBytes(json, bin) {
var jb = new TextEncoder().encode(JSON.stringify(json));
var jpad = (4 - jb.length % 4) % 4, bpad = (4 - bin.length % 4) % 4;
var jl = jb.length + jpad, bl = bin.length + bpad;
var out = new Uint8Array(12 + 8 + jl + 8 + bl), dv = new DataView(out.buffer);
dv.setUint32(0, 0x46546c67, true); dv.setUint32(4, 2, true); dv.setUint32(8, out.length, true);
dv.setUint32(12, jl, true); dv.setUint32(16, 0x4e4f534a, true); out.set(jb, 20);
for (var i = 0; i < jpad; i++) out[20 + jb.length + i] = 0x20;
dv.setUint32(20 + jl, bl, true); dv.setUint32(24 + jl, 0x004e4942, true); out.set(bin, 28 + jl);
return out;
}
function boxGlb(w, h, d) {
var hx = w / 2, hz = d / 2;
var faces = [
[[hx, 0, hz], [hx, 0, -hz], [hx, h, -hz], [hx, h, hz], [1, 0, 0]],
[[-hx, 0, -hz], [-hx, 0, hz], [-hx, h, hz], [-hx, h, -hz], [-1, 0, 0]],
[[-hx, h, hz], [hx, h, hz], [hx, h, -hz], [-hx, h, -hz], [0, 1, 0]],
[[-hx, 0, -hz], [hx, 0, -hz], [hx, 0, hz], [-hx, 0, hz], [0, -1, 0]],
[[-hx, 0, hz], [hx, 0, hz], [hx, h, hz], [-hx, h, hz], [0, 0, 1]],
[[hx, 0, -hz], [-hx, 0, -hz], [-hx, h, -hz], [hx, h, -hz], [0, 0, -1]]
];
var pos = [], nor = [], idx = [], base = 0;
faces.forEach(function (f) {
for (var i = 0; i < 4; i++) { pos.push(f[i][0], f[i][1], f[i][2]); nor.push(f[4][0], f[4][1], f[4][2]); }
idx.push(base, base + 1, base + 2, base, base + 2, base + 3);
base += 4;
});
var p = new Float32Array(pos), n = new Float32Array(nor), ix = new Uint16Array(idx);
var pb = p.byteLength, nb = n.byteLength, ib = ix.byteLength;
var bin = new Uint8Array(pb + nb + ib);
bin.set(new Uint8Array(p.buffer), 0);
bin.set(new Uint8Array(n.buffer), pb);
bin.set(new Uint8Array(ix.buffer), pb + nb);
var json = {
asset: { version: '2.0' }, scene: 0, scenes: [{ nodes: [0] }], nodes: [{ mesh: 0 }],
meshes: [{ primitives: [{ attributes: { POSITION: 0, NORMAL: 1 }, indices: 2, material: 0 }] }],
materials: [{ pbrMetallicRoughness: {
baseColorFactor: [0.7, 0.7, 0.7, 1], metallicFactor: 0.05, roughnessFactor: 0.85
}, doubleSided: true }],
accessors: [
{ bufferView: 0, componentType: 5126, count: 24, type: 'VEC3', min: [-hx, 0, -hz], max: [hx, h, hz] },
{ bufferView: 1, componentType: 5126, count: 24, type: 'VEC3' },
{ bufferView: 2, componentType: 5123, count: 36, type: 'SCALAR' }
],
bufferViews: [
{ buffer: 0, byteOffset: 0, byteLength: pb, target: 34962 },
{ buffer: 0, byteOffset: pb, byteLength: nb, target: 34962 },
{ buffer: 0, byteOffset: pb + nb, byteLength: ib, target: 34963 }
],
buffers: [{ byteLength: pb + nb + ib }]
};
return new Blob([glbBytes(json, bin)], { type: 'model/gltf-binary' });
}
/* 纹理:横向色带 + 纵向明暗 */
function stripes() {
var c = document.createElement('canvas');
c.width = 128; c.height = 128;
var ctx = c.getContext('2d');
for (var y = 0; y < 128; y += 16) {
for (var x = 0; x < 128; x += 16) {
ctx.fillStyle = ((x + y) / 16) % 2 === 0 ? '#3f6f9c' : '#d08a4e';
ctx.fillRect(x, y, 16, 16);
}
}
ctx.fillStyle = 'rgba(0,0,0,0.35)';
ctx.fillRect(0, 96, 128, 32);
return c.toDataURL('image/png');
}
var map = new Cesium.TextureUniform({ url: stripes() });
var shader = new Cesium.CustomShader({
uniforms: { u_map: { type: Cesium.UniformType.SAMPLER_2D, value: map } },
fragmentShaderText: [
'uniform sampler2D u_map;',
'void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {',
' vec2 uv = fsInput.attributes.positionMC.xz / 40.0 + 0.5;',
' vec4 tex = texture(u_map, uv);',
' material.diffuse = tex.rgb;',
' material.roughness = 0.7;',
'}'
].join('\n')
});
var enu = Cesium.Transforms.eastNorthUpToFixedFrame(
Cesium.Cartesian3.fromDegrees(116.3895, 39.9035, 0)
);
Cesium.Model.fromGltfAsync({
url: URL.createObjectURL(boxGlb(60, 90, 60)),
modelMatrix: enu
}).then(function (model) {
model.customShader = shader;
scene.primitives.add(model);
viewer.zoomTo(model, new Cesium.HeadingPitchRange(0.5, -0.15, 240));
});
/* 相机在模型加载完成后由 zoomTo 设置 */
})();
</script>
</body>
</html>
Language: the code and this page are in English; the full tutorial and API notes for this example are in Chinese. The demo itself is the authoritative version — it runs exactly as shown.