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

View File

@@ -0,0 +1,89 @@
// 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 }
dots: {value: 80.0}
center: {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 {
vec2 center;
float dots;
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 uv) {
// 计算当前UV坐标点到图像中心点的距离
float distanceToCenter = distance(uv, center);
// 计算UV坐标点映射到dots纹理中的位置并计算该位置与纹理中心点的距离
float distanceToDotsCenter = distance(fract(uv * dots), vec2(0.5, 0.5));
// 比较UV坐标点到纹理中心点的距离与进度的比值如果比值小于等于progress
// 并且distanceToDotsCenter小于distanceToCenter则认为需要切换到下一张图像
bool nextImage = distanceToDotsCenter < (progress / distanceToCenter);
return nextImage ? getToColor(uv) : getFromColor(uv);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%

View File

@@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "b805e327-099f-4cb8-a66b-ebca7c96c0e7",
"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 vec2 center;\nuniform float dots;\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 uv) {\n float distanceToCenter = distance(uv, center);\n float distanceToDotsCenter = distance(fract(uv * dots), vec2(0.5, 0.5));\n bool nextImage = distanceToDotsCenter < (progress / distanceToCenter);\n return nextImage ? getToColor(uv) : getFromColor(uv);\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 vec2 center;\n float dots;\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 uv) {\n float distanceToCenter = distance(uv, center);\n float distanceToDotsCenter = distance(fract(uv * dots), vec2(0.5, 0.5));\n bool nextImage = distanceToDotsCenter < (progress / distanceToCenter);\n return nextImage ? getToColor(uv) : getFromColor(uv);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\n}"
}
}
],
"subMetas": {}
}

View File

@@ -0,0 +1,25 @@
{
"__type__": "cc.Material",
"_name": "PolkaDotsCurtain",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "b805e327-099f-4cb8-a66b-ebca7c96c0e7"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
},
"props": {
"center": {
"__type__": "cc.Vec2",
"x": 0,
"y": 1
},
"dots": 80
}
}
}
}

View File

@@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "985a2d90-fd09-4d07-9d94-a50d5af116d9",
"dataAsSubAsset": null,
"subMetas": {}
}