mirror of
https://github.com/ifengzp/cocos-awesome.git
synced 2025-10-09 16:45:51 +00:00
feat: 增加其他场景切换效果
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130
assets/Scene/SwitchScene__Perlin/Materials/Perlin.effect
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130
assets/Scene/SwitchScene__Perlin/Materials/Perlin.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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scale: { value: 20 }
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smoothness: { value: 0.1 }
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seed: { value: 12.9898 }
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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 Perlin {
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float scale;
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float smoothness;
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float seed;
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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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// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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float random(vec2 co) {
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highp float a = seed;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt= dot(co.xy ,vec2(a,b));
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highp float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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// 2D Noise based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Cubic Hermine Curve. Same as SmoothStep
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vec2 u = f*f*(3.0-2.0*f);
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// Mix 4 coorners porcentages
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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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 uv) {
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vec4 from = getFromColor(uv);
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vec4 to = getToColor(uv);
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float n = noise(uv * scale);
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float p = mix(-smoothness, 1.0 + smoothness, progress);
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float lower = p - smoothness;
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float higher = p + smoothness;
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// 根据噪声值进行平滑插值
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float q = smoothstep(lower, higher, n);
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return mix(
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from,
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to,
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1.0 - q
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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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{
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"ver": "1.0.25",
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"uuid": "3715350e-c25d-4afa-a06b-e4b480a6edef",
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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 scale;\nuniform float smoothness;\nuniform float seed;\nuniform float time;\nfloat progress = time;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nfloat random(vec2 co) {\n highp float a = seed;\n highp float b = 78.233;\n highp float c = 43758.5453;\n highp float dt= dot(co.xy ,vec2(a,b));\n highp float sn= mod(dt,3.14);\n return fract(sin(sn) * c);\n}\nfloat noise (in vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n vec2 u = f*f*(3.0-2.0*f);\n return mix(a, b, u.x) +\n (c - a)* u.y * (1.0 - u.x) +\n (d - b) * u.x * u.y;\n}\nvec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n}\nvec4 transition (vec2 uv) {\n vec4 from = getFromColor(uv);\n vec4 to = getToColor(uv);\n float n = noise(uv * scale);\n float p = mix(-smoothness, 1.0 + smoothness, progress);\n float lower = p - smoothness;\n float higher = p + smoothness;\n float q = smoothstep(lower, higher, n);\n return mix(\n from,\n to,\n 1.0 - q\n );\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 Perlin {\n float scale;\n float smoothness;\n float seed;\n float time;\n};\nfloat progress = time;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nfloat random(vec2 co) {\n highp float a = seed;\n highp float b = 78.233;\n highp float c = 43758.5453;\n highp float dt= dot(co.xy ,vec2(a,b));\n highp float sn= mod(dt,3.14);\n return fract(sin(sn) * c);\n}\nfloat noise (in vec2 st) {\n vec2 i = floor(st);\n vec2 f = fract(st);\n float a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n float c = random(i + vec2(0.0, 1.0));\n float d = random(i + vec2(1.0, 1.0));\n vec2 u = f*f*(3.0-2.0*f);\n return mix(a, b, u.x) +\n (c - a)* u.y * (1.0 - u.x) +\n (d - b) * u.x * u.y;\n}\nvec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n}\nvec4 transition (vec2 uv) {\n vec4 from = getFromColor(uv);\n vec4 to = getToColor(uv);\n float n = noise(uv * scale);\n float p = mix(-smoothness, 1.0 + smoothness, progress);\n float lower = p - smoothness;\n float higher = p + smoothness;\n float q = smoothstep(lower, higher, n);\n return mix(\n from,\n to,\n 1.0 - q\n );\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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22
assets/Scene/SwitchScene__Perlin/Materials/Perlin.mtl
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22
assets/Scene/SwitchScene__Perlin/Materials/Perlin.mtl
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{
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"__type__": "cc.Material",
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"_name": "Perlin",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "3715350e-c25d-4afa-a06b-e4b480a6edef"
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},
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"_techniqueIndex": 0,
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"_techniqueData": {
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"0": {
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"props": {
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"seed": 12.9898,
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"scale": 30,
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"smoothness": 0.05
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},
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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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{
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"ver": "1.0.3",
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"uuid": "dbf06bcd-8024-4f08-a535-08f7383edf00",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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