Exploring various techniques for generating skybox textures in three.js

When it comes to creating skyboxes in three.js, I have noticed two distinct approaches. Assuming we have the following code:

var imagePrefix = "images/mountains-";
var directions = ["xpos", "xneg", "ypos", "yneg", "zpos", "zneg"];
var imageSuffix = ".jpg";
var skyGeometry = new THREE.CubeGeometry( 10000, 10000, 10000 );    

Both methods involve constructing a large cube and applying textures, with the key difference lying in the use of shaders. Here are examples of each:

Material without shader:

var materialArray = [];
for (var i = 0; i < 6; i++)
    materialArray.push( new THREE.MeshBasicMaterial({
        map: THREE.ImageUtils.loadTexture( imagePrefix + directions[i] + imageSuffix ),
        side: THREE.BackSide
    }));
var skyMaterial = new THREE.MeshFaceMaterial( materialArray );
var skyBox = new THREE.Mesh( skyGeometry, skyMaterial );
scene.add( skyBox );

Material using shader:

var imageURLs = [];
for (var i = 0; i < 6; i++)
    imageURLs.push( imagePrefix + directions[i] + imageSuffix );
var textureCube = THREE.ImageUtils.loadTextureCube( imageURLs );
var shader = THREE.ShaderLib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;
var skyMaterial = new THREE.ShaderMaterial( {
    fragmentShader: shader.fragmentShader,
    vertexShader: shader.vertexShader,
    uniforms: shader.uniforms,
    depthWrite: false,
    side: THREE.BackSide
} );
var skyBox = new THREE.Mesh( skyGeometry, skyMaterial );
scene.add( skyBox );

After conducting my own informal performance tests using 2048x2048 textures, I found no significant difference in FPS between the two methods. The shader-free approach is simpler to comprehend, at least in my opinion. However, are there scenarios where utilizing shader-based textures offers an advantage?

Answer №1

It seems there might be a misconception in your understanding.

When working with WebGL, both methods require the use of shaders. The MeshBasicMaterial comes with pre-written vertex and fragment shaders for ease of use.

The main distinction between the two examples lies in the utilization of a cube map for input in the second example.

This approach would be suitable if you are already employing the same cube map as an environment map in a material that reflects light, for instance.

The first example, on the other hand, offers an alternative way to render a skybox and is the only one compatible with the CanvasRenderer.

Version of three.js being used: r.58

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