feat: 增加其他场景切换效果

This commit is contained in:
ifengzp
2024-09-23 09:08:09 +08:00
parent 1e5bcbe4fc
commit 340f65287e
126 changed files with 7938 additions and 21 deletions

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
strength: {value: 0.1}
time: {value: 0}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
uniform sampler2D texture;
uniform sampler2D texture2;
uniform Common {
float strength;
float time;
};
float progress = time;
in mediump vec2 v_uv0;
in vec4 v_color;
vec4 getFromColor(vec2 uv) {
return texture(texture, uv);
}
vec4 getToColor(vec2 uv) {
return texture(texture2, uv);
}
vec4 transition(vec2 p) {
// 获取起始颜色和目标颜色
vec4 ca = getFromColor(p);
vec4 cb = getToColor(p);
// 计算起始和目标颜色的偏移向量
vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);
vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);
// 在起始和目标偏移向量之间进行插值,并乘以强度
vec2 oc = mix(oa, ob, 0.5) * strength;
// 根据进度计算权重
float w0 = progress;
float w1 = 1.0 - w0;
// 使用混合函数混合起始颜色和目标颜色,根据进度进行插值
return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%

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{
"ver": "1.0.25",
"uuid": "fde88b10-e301-436f-8d79-5093c0a12f12",
"compiledShaders": [
{
"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;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform float strength;\nuniform float time;\nfloat progress = time;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n}\nvec4 transition(vec2 p) {\n vec4 ca = getFromColor(p);\n vec4 cb = getToColor(p);\n vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);\n vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);\n vec2 oc = mix(oa, ob, 0.5) * strength;\n float w0 = progress;\n float w1 = 1.0 - w0;\n return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\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;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform Common {\n float strength;\n float time;\n};\nfloat progress = time;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n}\nvec4 transition(vec2 p) {\n vec4 ca = getFromColor(p);\n vec4 cb = getToColor(p);\n vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);\n vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);\n vec2 oc = mix(oa, ob, 0.5) * strength;\n float w0 = progress;\n float w1 = 1.0 - w0;\n return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\n}"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "Morph",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "fde88b10-e301-436f-8d79-5093c0a12f12"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
}
}
}
}

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{
"ver": "1.0.3",
"uuid": "acd92272-4481-49c6-81ef-5ae28e699ecf",
"dataAsSubAsset": null,
"subMetas": {}
}