From 1e5bcbe4fc548d0b817cdaed05d5eb13f9999907 Mon Sep 17 00:00:00 2001 From: ifengzp Date: Sun, 22 Sep 2024 10:21:03 +0800 Subject: [PATCH] feat: temp --- assets/Scene/Water_spread/Water_spread.effect | 2 +- assets/Scene/Water_spread/Water_spread.effect.meta | 4 ++-- assets/Scene/Water_spread/Water_spread.ts | 2 +- doc/SwitchScene__SquaresWire/矩形网格转场.md | 4 ---- 4 files changed, 4 insertions(+), 8 deletions(-) diff --git a/assets/Scene/Water_spread/Water_spread.effect b/assets/Scene/Water_spread/Water_spread.effect index 442106c..60f2580 100644 --- a/assets/Scene/Water_spread/Water_spread.effect +++ b/assets/Scene/Water_spread/Water_spread.effect @@ -83,7 +83,7 @@ CCProgram fs %{ // distance小于1,但是我们希望能有多个波峰波谷,所以在sin的内部乘上一个比较大的倍数 // sin函数的值在-1到1之间,我们希望偏移值很小,所以输出的时候需要缩小一定的倍数倍 - float sin_factor = sin(distance * 100.0 + time) * 0.05; + float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05; float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0); // 计算总的uv的偏移值 diff --git a/assets/Scene/Water_spread/Water_spread.effect.meta b/assets/Scene/Water_spread/Water_spread.effect.meta index 6d81ab5..047b1ca 100644 --- a/assets/Scene/Water_spread/Water_spread.effect.meta +++ b/assets/Scene/Water_spread/Water_spread.effect.meta @@ -5,11 +5,11 @@ { "glsl1": { "vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 center;\nuniform vec2 canvas_size;\nuniform float wave_radius;\nuniform float wave_offset;\nuniform float time;\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + time) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture2D(texture, uv);\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform highp vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 center;\nuniform vec2 canvas_size;\nuniform float wave_radius;\nuniform float wave_offset;\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture2D(texture, uv);\n}" }, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n vec2 center;\n vec2 canvas_size;\n float wave_radius;\n float wave_offset;\n float time;\n};\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + time) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture(texture, uv);\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n vec2 center;\n vec2 canvas_size;\n float wave_radius;\n float wave_offset;\n float time;\n};\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture(texture, uv);\n}" } } ], diff --git a/assets/Scene/Water_spread/Water_spread.ts b/assets/Scene/Water_spread/Water_spread.ts index 0692222..d02f59b 100644 --- a/assets/Scene/Water_spread/Water_spread.ts +++ b/assets/Scene/Water_spread/Water_spread.ts @@ -19,7 +19,7 @@ export default class Water_spread extends cc.Component { } update(dt) { - this.material.setProperty('time', dt); + // this.material.setProperty('time', dt); if (this.waveOffset > 2.0) return; this.waveOffset += dt; diff --git a/doc/SwitchScene__SquaresWire/矩形网格转场.md b/doc/SwitchScene__SquaresWire/矩形网格转场.md index 91769cb..e1931dc 100644 --- a/doc/SwitchScene__SquaresWire/矩形网格转场.md +++ b/doc/SwitchScene__SquaresWire/矩形网格转场.md @@ -111,7 +111,3 @@ fromCamera.targetTexture = originTargetTexture1; **源码**获取请点击**查看原文**,长按二维码**查看效果**👇 ![ewm](http://cdn.blog.ifengzp.com/switch-scene/ewm.png) - - - -