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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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93
assets/Scene/SwitchScene__Morph/Materials/Morph.effect
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93
assets/Scene/SwitchScene__Morph/Materials/Morph.effect
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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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strength: {value: 0.1}
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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 strength;
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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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// 获取起始颜色和目标颜色
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vec4 ca = getFromColor(p);
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vec4 cb = getToColor(p);
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// 计算起始和目标颜色的偏移向量
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vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);
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vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);
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// 在起始和目标偏移向量之间进行插值,并乘以强度
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vec2 oc = mix(oa, ob, 0.5) * strength;
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// 根据进度计算权重
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float w0 = progress;
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float w1 = 1.0 - w0;
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// 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
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return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);
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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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17
assets/Scene/SwitchScene__Morph/Materials/Morph.effect.meta
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assets/Scene/SwitchScene__Morph/Materials/Morph.effect.meta
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{
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"ver": "1.0.25",
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"uuid": "fde88b10-e301-436f-8d79-5093c0a12f12",
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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": "\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}"
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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": "\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}"
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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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17
assets/Scene/SwitchScene__Morph/Materials/Morph.mtl
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17
assets/Scene/SwitchScene__Morph/Materials/Morph.mtl
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{
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"__type__": "cc.Material",
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"_name": "Morph",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "fde88b10-e301-436f-8d79-5093c0a12f12"
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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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6
assets/Scene/SwitchScene__Morph/Materials/Morph.mtl.meta
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6
assets/Scene/SwitchScene__Morph/Materials/Morph.mtl.meta
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{
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"ver": "1.0.3",
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"uuid": "acd92272-4481-49c6-81ef-5ae28e699ecf",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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