outline
by YeongCY
HTML
<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://threejs.org/examples/js/shaders/CopyShader.js"></script>
<script src="https://threejs.org/examples/js/shaders/FXAAShader.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://threejs.org/examples/js/postprocessing/OutlinePass.js"></script>
<div id="container">
</div>
JavaScript
init();
animate();
var mouse = new THREE.Vector2(0,0), raycaster = new THREE.Raycaster();;
function init() {
container = document.getElementById('container');
camera= new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, -500, 1000);
// camera.position.x = 200;
// camera.position.y = 100;
// camera.position.z = 200;
camera.position.set(0, 500, 0);
camera.lookAt(new THREE.Vector3(0,0,0));
var light = new THREE.PointLight(0xffffff, 0.8);
light.position.set(0, 100, 0);
scene = new THREE.Scene();
scene.add(light);
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0x444444);
renderer.setSize(window.innerWidth, window.innerHeight);
// controls.enabled=false;
//efect ayarı
composer = new THREE.EffectComposer(renderer);
renderPass = new THREE.RenderPass(scene, camera);
composer.addPass(renderPass);
outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
outlinePass.visibleEdgeColor = new THREE.Color(1, 0, 0);
// outlinePass.hiddenEdgeColor = new THREE.Color(1, 0, 0);
outlinePass.pulsePeriod = 0;
outlinePass.edgeGlow = 1;
outlinePass.edgeThickness = 1;
outlinePass.edgeStrength = 3;
composer.addPass(outlinePass);
effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
effectFXAA.uniforms['resolution'].value.set(1 / window.innerWidth, 1 / window.innerHeight);
effectFXAA.renderToScreen = true;
composer.addPass(effectFXAA);
var texture = new...