Water
Runnable three.js example: Water. 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
<!--
说明:水面由顶点位移与菲涅尔混合构成,没有任何贴图,波纹全部在着色器里算
核心逻辑:顶点按两组正弦波抬升,片元按视角夹角混合深浅水色并叠加高光
依赖:three.js 0.160.0、OrbitControls · jsDelivr CDN(ESM + importmap)
-->
<!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>水面着色</title>
<style>
html,body{height:100%;margin:0;background:#07121b}
body{display:flex;flex-direction:column;overflow:hidden;
font:13px/1.6 -apple-system,"Segoe UI","PingFang SC",sans-serif;color:#e6e8ec}
.bar{flex:0 0 auto;padding:8px 12px;background:#161b22;border-bottom:1px solid #252c36;
display:flex;gap:14px;align-items:center;font-size:12px;color:#8b93a1;flex-wrap:wrap}
.bar b{color:#58a6ff;font-weight:600;font-variant-numeric:tabular-nums}
.bar input[type=range]{width:120px;accent-color:#4f9ef8}
.bar button{font:inherit;font-size:12px;padding:4px 10px;border-radius:5px;cursor:pointer;
border:1px solid #303845;background:#1d2531;color:#c8d2e0}
.bar button:hover{background:#253040}
.bar .sp{flex:1 1 auto}
#stage{flex:1 1 auto;min-height:0;position:relative}
#stage canvas{display:block}
</style>
</head>
<body>
<div class="bar">
<span>浪高 <b id="hv">0.6</b></span>
<label>浪高 <input type="range" id="h" min="0.1" max="1.6" step="0.1" value="0.6"></label>
<span>流速 <b id="sv">1.0</b></span>
<label>流速 <input type="range" id="s" min="0.2" max="2.4" step="0.1" value="1"></label>
<button id="pause">暂停</button>
<span class="sp"></span>
<span>拖拽旋转 · 滚轮缩放</span>
</div>
<div id="stage"></div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
const stage = document.getElementById('stage');
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(stage.clientWidth, stage.clientHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
stage.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x07121b);
const camera = new THREE.PerspectiveCamera(50, stage.clientWidth / stage.clientHeight, 0.1, 400);
camera.position.set(16, 8, 20);
const controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.enableDamping = true;
controls.maxPolarAngle = Math.PI * 0.48;
controls.minDistance = 6;
controls.maxDistance = 60;
controls.update();
scene.add(new THREE.HemisphereLight(0x9ec8e8, 0x081018, 1.0));
/* 远处的地平线与天空渐变,用一个大平面代替 */
const horizon = new THREE.Mesh(
new THREE.SphereGeometry(160, 32, 16, 0, Math.PI * 2, 0, Math.PI / 2),
new THREE.MeshBasicMaterial({
color: 0x14304a,
side: THREE.BackSide
})
);
scene.add(horizon);
/* 水面:足够细分的网格才能让顶点波看起来平滑 */
const geo = new THREE.PlaneGeometry(120, 120, 220, 220);
geo.rotateX(-Math.PI / 2);
const uniforms = {
uTime: { value: 0 },
uAmp: { value: 0.6 },
uSpeed: { value: 1.0 },
uDeep: { value: new THREE.Color(0x0a2233) },
uShallow: { value: new THREE.Color(0x2f7f8f) },
uSky: { value: new THREE.Color(0x9fc4dd) },
uSun: { value: new THREE.Vector3(-0.4, 0.55, 0.35).normalize() }
};
const mat = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: `
uniform float uTime;
uniform float uAmp;
uniform float uSpeed;
varying vec3 vWorld;
varying float vWave;
void main() {
vec3 p = position;
/* 三组不同方向与频率的波叠加,避免出现明显的重复条纹 */
float t = uTime * uSpeed;
float w1 = sin(p.x * 0.22 + t * 1.1) * cos(p.z * 0.18 - t * 0.8);
float w2 = sin((p.x + p.z) * 0.42 - t * 1.7);
float w3 = cos(p.z * 0.65 + t * 1.3) * 0.5;
float h = (w1 + w2 * 0.45 + w3 * 0.3) * uAmp;
p.y += h;
vWave = h;
vec4 world = modelMatrix * vec4(p, 1.0);
vWorld = world.xyz;
gl_Position = projectionMatrix * viewMatrix * world;
}
`,
fragmentShader: `
uniform vec3 uDeep;
uniform vec3 uShallow;
uniform vec3 uSky;
uniform vec3 uSun;
uniform float uTime;
varying vec3 vWorld;
varying float vWave;
void main() {
vec3 viewDir = normalize(cameraPosition - vWorld);
/* 用波的导数近似法线,省掉额外的法线计算 */
float dx = cos(vWorld.x * 0.22 + uTime) * 0.22;
float dz = cos(vWorld.z * 0.65 + uTime * 1.3) * 0.2;
vec3 n = normalize(vec3(-dx * 0.9, 1.0, -dz * 0.9));
float fres = pow(1.0 - max(dot(viewDir, n), 0.0), 3.0);
/* 波峰偏浅、波谷偏深 */
float t = clamp(vWave * 0.9 + 0.5, 0.0, 1.0);
vec3 water = mix(uDeep, uShallow, t);
/* 天空反射 + 太阳高光 */
vec3 refl = mix(water, uSky, fres * 0.85);
vec3 h = normalize(uSun + viewDir);
float spec = pow(max(dot(n, h), 0.0), 120.0);
gl_FragColor = vec4(refl + vec3(1.0, 0.95, 0.85) * spec * 0.9, 1.0);
}
`
});
const water = new THREE.Mesh(geo, mat);
scene.add(water);
/* 几个浮标:随波起伏,用来确认水面确实在动 */
const buoyMat = new THREE.MeshStandardMaterial({ color: 0xffb347, roughness: 0.4, metalness: 0.3 });
const buoys = [];
for (let i = 0; i < 7; i++) {
const b = new THREE.Mesh(new THREE.CylinderGeometry(0.28, 0.36, 1.1, 12), buoyMat);
b.userData.phase = i * 0.9;
b.userData.r = 3 + i * 2.2;
scene.add(b);
buoys.push(b);
}
const hEl = document.getElementById('h');
const hvEl = document.getElementById('hv');
hEl.addEventListener('input', function () {
const v = Number(hEl.value);
uniforms.uAmp.value = v;
hvEl.textContent = v.toFixed(1);
});
const sEl = document.getElementById('s');
const svEl = document.getElementById('sv');
sEl.addEventListener('input', function () {
const v = Number(sEl.value);
uniforms.uSpeed.value = v;
svEl.textContent = v.toFixed(1);
});
let playing = true;
const pauseBtn = document.getElementById('pause');
pauseBtn.addEventListener('click', function () {
playing = !playing;
pauseBtn.textContent = playing ? '暂停' : '继续';
});
const clock = new THREE.Clock();
let t = 0;
renderer.setAnimationLoop(function () {
const dt = Math.min(clock.getDelta(), 0.1);
if (playing) t += dt;
uniforms.uTime.value = t;
const amp = uniforms.uAmp.value;
const sp = uniforms.uSpeed.value;
buoys.forEach(function (b) {
const a = b.userData.phase;
const r = b.userData.r;
const x = Math.cos(a) * r;
const z = Math.sin(a) * r;
const w1 = Math.sin(x * 0.22 + t * sp * 1.1) * Math.cos(z * 0.18 - t * sp * 0.8);
const w2 = Math.sin((x + z) * 0.42 - t * sp * 1.7);
const w3 = Math.cos(z * 0.65 + t * sp * 1.3) * 0.5;
b.position.set(x, (w1 + w2 * 0.45 + w3 * 0.3) * amp + 0.5, z);
b.rotation.z = Math.sin(t * 1.4 + a) * 0.18;
b.rotation.x = Math.cos(t * 1.1 + a) * 0.14;
});
controls.update();
renderer.render(scene, camera);
});
window.addEventListener('resize', function () {
const w = stage.clientWidth;
const h = stage.clientHeight;
camera.aspect = w / h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
});
</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.