                     alpha = smoothstep(1.0,0.0,abs(step-dis)/0.05);
                            }
                            alpha *= (pow((0.5 -dis)* 3.0,2.0));
                        }
                        gl_FragColor = vec4(color,alpha );
                    }`
            };
            let material = new THREE.ShaderMaterial({
                uniforms: ringShield.uniforms,
                defaultAttributeValues: {},
                vertexShader: ringShield.vertexShaderSource,
                fra