对于水波纹效果 我们先定义一下他的interface, 方便使用的人知道他的调用参数

export interface PMaterialWaterRipple{

color?: any,

speed?: number,

count?: number,

gradient?: number

}

对于轨迹图片我们叫 MaterialWaterRipple

import { MaterialProperty } from "./MaterialProperty";

const defaultOption: PMaterialWaterRipple = {
color: Cesium.Color.AQUA,
speed: 1,//步长
count: 3,//波纹总数
gradient: 11//波纹的间须长度
}
//水波纹效果
export class MaterialWaterRipple extends MaterialProperty {
public _getType(option: PMaterialWaterRipple) {
// 由于参数需要动态变动,所以count有变动,认为是新着色器
return "MaterialWaterRipple" + option.count
}

constructor(option=defaultOption) {
super(MaterialWaterRipple.prototype, defaultOption, option);
}

protected getSource(option: PMaterialWaterRipple): string {
return `
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
material.diffuse = 1.5 * color.rgb;
vec2 st = materialInput.st;
vec3 str = materialInput.str;
float dis = distance(st, vec2(0.5, 0.5));
float time = fract( czm_frameNumber * speed / 1000.0);
float per = fract(time);
if (abs(str.z) > 0.001) {
discard;
}
if (dis > 0.5) {
discard;
更多参考 https://xiaozhuanlan.com/topic/9254867301