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cesiumjs-materials-shaders【效率与协作】CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-…
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Version baseline: CesiumJS 1.144 (August 2026). All imports use ES module style.
Material defines surface appearance for Primitives through a JSON schema called Fabric. Materials compile to GLSL and are consumed by MaterialAppearance or PolylineMaterialAppearance.
While a material's image loads, CesiumJS renders a placeholder texture that
defaults to white. Since 1.144 the static Texture.defaultColor changes that
placeholder color to avoid white flashes during material construction. Note
that the Texture class is runtime-public but absent from the published
TypeScript definitions, so TypeScript callers need a cast.
Surface: Color (color), Image (image, repeat), DiffuseMap, AlphaMap, SpecularMap, EmissionMap (image, channel(s), repeat), BumpMap, NormalMap (image, channel(s), strength, repeat).
Patterns: Grid (color, cellAlpha, lineCount, lineThickness), Stripe (evenColor, oddColor, repeat), Checkerboard (lightColor, darkColor, repeat), Dot (lightColor, darkColor, repeat).
Effects: Water (baseWaterColor, blendColor, normalMap, frequency, animationSpeed, amplitude), RimLighting (color, rimColor, width), Fade (fadeInColor, fadeOutColor, maximumDistance).
Terrain: ElevationContour (color, spacing, width), ElevationRamp (image, minimumHeight, maximumHeight).
Polyline: PolylineArrow (color), PolylineDash (color, gapColor, dashLength, dashPattern), PolylineGlow (color, glowPower, taperPower), PolylineOutline (color, outlineColor, outlineWidth).
import { Material, Color, Cartesian2 } from "cesium";
// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });
// Full Fabric notation
const gridMat = new Material({
fabric: {
type: "Grid",
uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
},
});
// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });
Fabric materials are for primitive appearances. Do not use non-existent entity
constructors such as WaterMaterialProperty; for the built-in water material,
create Material.fromType("Water", ...) and apply it through
MaterialAppearance on a Primitive.
Use source for inline GLSL. Uniforms declared in uniforms are available by name in the shader.
import { Material, Color } from "cesium";
const pulseMaterial = new Material({
fabric: {
uniforms: { color: Color.CYAN, speed: 2.0 },
source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
czm_material material = czm_getDefaultMaterial(materialInput);
float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
material.diffuse = color.rgb;
material.alpha = color.a * pulse;
return material;
}`,
},
translucent: true,
});
import { Primitive, GeometryInstance, RectangleGeometry, Rectangle,
MaterialAppearance, Material, Color, Cartesian2 } from "cesium";
viewer.scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new RectangleGeometry({ rectangle: Rectangle.fromDegrees(-100, 30, -90, 40) }),
}),
appearance: new MaterialAppearance({
material: Material.fromType("Checkerboard", {
lightColor: Color.WHITE, darkColor: Color.BLACK, repeat: new Cartesian2(4, 4),
}),
}),
}));
materials + components)import { Material, Color } from "cesium";
const compositeMat = new Material({ fabric: {
materials: {
gridMaterial: { type: "Grid" },
colorMaterial: { type: "Color", uniforms: { color: Color.BLUE } },
},
components: {
diffuse: "gridMaterial.diffuse + 0.2 * colorMaterial.diffuse",
alpha: "min(gridMaterial.alpha, colorMaterial.alpha)",
},
}});
CustomShader injects user GLSL into Model, Cesium3DTileset, and VoxelPrimitive rendering, with access to vertex attributes, feature IDs, and EXT_structural_metadata.
For shader authoring — struct reference, metadata access, feature IDs, voxel subset, 1.139 breaking changes, and seven worked examples — see the cesiumjs-custom-shader skill. This skill owns the CustomShader integration surface; the authoring depth lives there.
Minimal example:
import { CustomShader, Model } from "cesium";
const shader = new CustomShader({
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
material.diffuse = vec3(1.0, 0.5, 0.0);
}
`,
});
const model = await Model.fromGltfAsync({ url: "./building.glb", customShader: shader });
viewer.scene.primitives.add(model);
Controls PBR image-based lighting for Model and Cesium3DTileset. imageBasedLightingFactor (Cartesian2) scales diffuse (x) and specular (y) from 0 to 1. Diffuse comes from sphericalHarmonicCoefficients (array of 9 Cartesian3, L0-L2). Specular comes from specularEnvironmentMaps (URL to KTX2 cube map).
import { ImageBasedLighting, Model, Cartesian2, Cartesian3 } from "cesium";
const coefficients = [ // 9 Cartesian3 values for L0..L2 bands
new Cartesian3(0.35, 0.35, 0.38), new Cartesian3(0.11, 0.11, 0.11),
new Cartesian3(0.04, 0.04, 0.04), new Cartesian3(-0.08, -0.08, -0.08),
new Cartesian3(-0.02, -0.02, -0.02), new Cartesian3(0.04, 0.04, 0.04),
new Cartesian3(-0.06, -0.06, -0.06), new Cartesian3(0.01, 0.01, 0.01),
new Cartesian3(-0.03, -0.03, -0.03),
];
const ibl = new ImageBasedLighting({
imageBasedLightingFactor: new Cartesian2(1.0, 1.0),
sphericalHarmonicCoefficients: coefficients,
specularEnvironmentMaps: "./environment/specular.ktx2",
});
const model = await Model.fromGltfAsync({ url: "./helmet.glb", imageBasedLighting: ibl });
viewer.scene.primitives.add(model);
// Disable: model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0);
Screen-space pipeline via viewer.scene.postProcessStages (PostProcessStageCollection). Stages execute in order; each reads colorTexture and depthTexture.
All factory functions return stage composites that must be added via viewer.scene.postProcessStages.add().
createBloomStage() (contrast, brightness, glowOnly, delta, sigma, stepSize), createBlurStage() (delta, sigma, stepSize), createDepthOfFieldStage() (focalDistance, delta, sigma, stepSize), createEdgeDetectionStage() (color, length), createSilhouetteStage([edgeStage]) (wraps an edge detection stage into a silhouette composite), createBlackAndWhiteStage() (gradations), createBrightnessStage() (brightness), createNightVisionStage(), createLensFlareStage() (intensity, distortion, ghostDispersal, haloWidth).
Bloom via factory (use this to add a distinct bloom instance via postProcessStages.add):
import { PostProcessStageLibrary } from "cesium";
const bloom = viewer.scene.postProcessStages.add(
PostProcessStageLibrary.createBloomStage()
);
bloom.enabled = true;
bloom.uniforms.contrast = 128.0;
bloom.uniforms.brightness = -0.3;
bloom.uniforms.glowOnly = false;
bloom.uniforms.delta = 1.0;
bloom.uniforms.sigma = 3.78;
bloom.uniforms.stepSize = 5.0;
Silhouette via factory (pass an edge detection stage into the silhouette composite):
import { PostProcessStageLibrary, Color } from "cesium";
const edgeStage = PostProcessStageLibrary.createEdgeDetectionStage();
edgeStage.uniforms.color = Color.YELLOW;
edgeStage.uniforms.length = 0.25;
const silhouette = PostProcessStageLibrary.createSilhouetteStage([edgeStage]);
viewer.scene.postProcessStages.add(silhouette);
The collection exposes always-present built-in composites for bloom, ambient occlusion, and FXAA — these do not require add(). Tonemapping defaults to PBR_NEUTRAL.
import { Tonemapper, PostProcessStageLibrary } from "cesium";
// Bloom (collection shortcut — always present, no add() needed)
viewer.scene.postProcessStages.bloom.enabled = true;
viewer.scene.postProcessStages.bloom.uniforms.contrast = 128.0;
viewer.scene.postProcessStages.bloom.uniforms.brightness = -0.3;
// Ambient Occlusion (HBAO)
viewer.scene.postProcessStages.ambientOcclusion.enabled = true;
viewer.scene.postProcessStages.ambientOcclusion.uniforms.intensity = 3.0;
// FXAA
viewer.scene.postProcessStages.fxaa.enabled = true;
// Tonemapping: REINHARD, MODIFIED_REINHARD, FILMIC, ACES, PBR_NEUTRAL (default)
viewer.scene.postProcessStages.tonemapper = Tonemapper.ACES;
viewer.scene.postProcessStages.exposure = 1.2; // <1 darker, >1 brighter
// Depth of field (added via library)
const dof = viewer.scene.postProcessStages.add(
PostProcessStageLibrary.createDepthOfFieldStage()
);
dof.uniforms.focalDistance = 500.0; // meters from camera
dof.uniforms.sigma = 3.8;
Night/bloom visual evals: bloom should make bright city lights glow while preserving dark surrounding areas. If an OSM base layer is present beneath night imagery, reduce the base layer's
alpha/brightnessand use restrained bloom (brightnessmore negative, lower exposure) so labels and land do not wash out to white. A pale daylight map with yellow haze is not a successful night-lights render.
Custom stages receive colorTexture, depthTexture (sampler2D) and v_textureCoordinates (vec2). Output via out_FragColor. Uniforms can be constants or functions (re-evaluated each frame).
import { PostProcessStage } from "cesium";
const sepia = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform float intensity;
void main() {
vec4 c = texture(colorTexture, v_textureCoordinates);
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
out_FragColor = vec4(mix(c.rgb, gray * vec3(1.2, 1.0, 0.8), intensity), c.a);
}`,
uniforms: { intensity: () => 0.8 }, // function uniform, re-evaluated each frame
}));
Use czm_selected() in the fragment shader and assign features to stage.selected.
import { PostProcessStage, Color } from "cesium";
const highlight = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform vec4 highlight;
void main() {
vec4 color = texture(colorTexture, v_textureCoordinates);
if (czm_selected()) {
out_FragColor = vec4(mix(color.rgb, highlight.rgb, highlight.a), 1.0);
} else { out_FragColor = color; }
}`,
uniforms: { highlight: () => new Color(1.0, 1.0, 0.0, 0.5) },
}));
highlight.selected = [pickedFeature];
import { PostProcessStage, PostProcessStageComposite, PostProcessStageLibrary } from "cesium";
const blur = PostProcessStageLibrary.createBlurStage();
const combine = new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; uniform sampler2D blurTexture;
in vec2 v_textureCoordinates;
void main() {
vec4 orig = texture(colorTexture, v_textureCoordinates);
vec4 blurred = texture(blurTexture, v_textureCoordinates);
out_FragColor = mix(orig, blurred, 0.5);
}`,
uniforms: { blurTexture: blur.name }, // reference another stage's output by name
});
viewer.scene.postProcessStages.add(new PostProcessStageComposite({
stages: [blur, combine],
inputPreviousStageTexture: false, // both read the original scene texture
}));
viewer.scene.postProcessStages.remove(sepia); // remove specific stage
dof.enabled = false; // disable without removing
viewer.scene.postProcessStages.removeAll(); // remove all custom stages
Predefined blending presets for Appearance.renderState on Primitives.
| Preset | Behavior |
|---|---|
BlendingState.DISABLED | No blending |
BlendingState.ALPHA_BLEND | Standard alpha: src*srcA + dst*(1-srcA) |
BlendingState.PRE_MULTIPLIED_ALPHA_BLEND | Premultiplied: src + dst*(1-srcA) |
BlendingState.ADDITIVE_BLEND | Additive: src*srcA + dst |
import { MaterialAppearance, BlendingState, Material, Color } from "cesium";
const appearance = new MaterialAppearance({
material: Material.fromType("Color", { color: Color.RED.withAlpha(0.5) }),
renderState: { depthTest: { enabled: true }, blending: BlendingState.ALPHA_BLEND },
});
Material.fromType() for built-in types -- cached shader programs avoid recompilation.Material.fromTypeAsync() for texture materials to prevent default-texture flicker.PostProcessStage.textureScale below 1.0 (e.g., 0.5) to reduce pixels processed in expensive stages.bloom.enabled = false) -- enabled stages consume GPU resources.PostProcessStageComposite to reduce intermediate texture allocations.PostProcessStage count -- each requires a full-screen draw call and framebuffer.Model.customShader, Cesium3DTileset.customShader, VoxelPrimitive.customShader (struct reference, metadata, feature IDs)