对于木制墙纹理效果 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 PMaterialBrick{

color?: any,

speed?: number,

brickColor?: any,

mortarColor?:any,

brickSize?: any,

brickPct?: any,

brickRoughness?: number,

mortarRoughness?: number

}

对于木制墙纹理我们叫 MaterialTWood

``javascript import { MaterialProperty } from “./MaterialProperty”; const defaultOption: PMaterialTWood = { lightWoodColor: new Cesium.Color(0.6, 0.3, 0.1, 1.0), darkWoodColor: new Cesium.Color(0.4, 0.2, 0.07, 1.0), ringFrequency: 3.0, noiseScale: new Cesium.Cartesian2(0.7, 0.5), grainFrequency: 27.0 } //木质效果 export class MaterialTWood extends MaterialProperty { protected _getType(option: any): string { return “MaterialTWood” } constructor(option = defaultOption) { super(MaterialTWood.prototype, defaultOption, option); } protected _getTranslucent(material: any) { var uniforms = material.uniforms return uniforms.lightWoodColor.alpha < 1.0 || uniforms.darkWoodColor.alpha < 1.0; } protected getSource(option: any): string { return

uniform vec4 lightWoodColor;

uniform vec4 darkWoodColor;

uniform float ringFrequency;

uniform vec2 noiseScale;

uniform float grainFrequency;

czm_material czm_getMaterial(czm_materialInput materialInput){

czm_material material = czm_getDefaultMaterial(materialInput);

//Based on wood shader from OpenGL Shading Language (3rd edition) pg. 455

vec2 st = materialInput.st;

vec2 noisevec;

noisevec.x = czm_snoise(st * noiseScale.x);

noisevec.y = czm_snoise(st * noiseScale.y);

vec2 location = st + noisevec;

float dist = sqrt(location.x * location.x + location.y * location.y);

更多参考 https://xiaozhuanlan.com/topic/5638947021