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https://github.com/ifengzp/cocos-awesome.git
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feat: 增加其他场景切换效果
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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time: {value: 0}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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uniform sampler2D texture;
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uniform sampler2D texture2;
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uniform Common {
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float time;
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};
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float progress = time;
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in mediump vec2 v_uv0;
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in vec4 v_color;
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vec4 getFromColor(vec2 uv) {
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return texture(texture, uv);
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}
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vec4 getToColor(vec2 uv) {
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return texture(texture2, uv);
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}
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vec4 transition(vec2 p) {
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// 计算块索引,每个块大小为16x16
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vec2 block = floor(p.xy / vec2(16));
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// 计算UV噪声,根据进度调整UV噪声
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vec2 uv_noise = block / vec2(64);
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uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);
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// 计算扭曲距离,并算出各颜色通道的偏移值
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vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);
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vec2 red = p + dist * 0.2;
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vec2 green = p + dist * 0.3;
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vec2 blue = p + dist * 0.5;
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return vec4(
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mix(getFromColor(red).r, getToColor(red).r, progress),
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mix(getFromColor(green).g, getToColor(green).g, progress),
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mix(getFromColor(blue).b, getToColor(blue).b, progress),
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1.0
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);
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}
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void main () {
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gl_FragColor = v_color * transition(v_uv0);
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}
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}%
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@@ -0,0 +1,17 @@
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{
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"ver": "1.0.25",
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"uuid": "478d6745-6406-4f03-84f4-194af9a5b89c",
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"compiledShaders": [
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{
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"glsl1": {
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"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}",
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"frag": "\n precision highp float;\n uniform sampler2D texture;\n uniform sampler2D texture2;\n uniform float time;\n float progress = time;\n varying mediump vec2 v_uv0;\n varying vec4 v_color;\n vec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n }\n vec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n }\n vec4 transition(vec2 p) {\n vec2 block = floor(p.xy / vec2(16));\n vec2 uv_noise = block / vec2(64);\n uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);\n vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);\n vec2 red = p + dist * 0.2;\n vec2 green = p + dist * 0.3;\n vec2 blue = p + dist * 0.5;\n return vec4(\n mix(getFromColor(red).r, getToColor(red).r, progress),\n mix(getFromColor(green).g, getToColor(green).g, progress),\n mix(getFromColor(blue).b, getToColor(blue).b, progress),\n 1.0\n );\n}\n void main () {\n gl_FragColor = v_color * transition(v_uv0);\n }"
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},
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"glsl3": {
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"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}",
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"frag": "\n precision highp float;\n uniform sampler2D texture;\n uniform sampler2D texture2;\n uniform Common {\n float time;\n };\n float progress = time;\n in mediump vec2 v_uv0;\n in vec4 v_color;\n vec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n }\n vec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n }\n vec4 transition(vec2 p) {\n vec2 block = floor(p.xy / vec2(16));\n vec2 uv_noise = block / vec2(64);\n uv_noise += floor(vec2(progress) * vec2(1200.0, 3500.0)) / vec2(64);\n vec2 dist = progress > 0.0 ? (fract(uv_noise) - 0.5) * 0.3 * (1.0 - progress) : vec2(0.0);\n vec2 red = p + dist * 0.2;\n vec2 green = p + dist * 0.3;\n vec2 blue = p + dist * 0.5;\n return vec4(\n mix(getFromColor(red).r, getToColor(red).r, progress),\n mix(getFromColor(green).g, getToColor(green).g, progress),\n mix(getFromColor(blue).b, getToColor(blue).b, progress),\n 1.0\n );\n}\n void main () {\n gl_FragColor = v_color * transition(v_uv0);\n }"
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}
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}
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],
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"subMetas": {}
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}
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{
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"__type__": "cc.Material",
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"_name": "GlitchMemories",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "478d6745-6406-4f03-84f4-194af9a5b89c"
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},
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"_techniqueIndex": 0,
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"_techniqueData": {
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"0": {
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"defines": {
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"USE_TEXTURE": true
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}
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}
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}
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}
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@@ -0,0 +1,6 @@
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{
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"ver": "1.0.3",
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"uuid": "c27b1317-6f94-4d6c-9760-adee279b2ad4",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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