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 }
windWidth: {value: 0.2}
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 windWidth;
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);
}
float rand(vec2 co){
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
vec4 transition (vec2 uv) {
float r = rand(vec2(0, uv.y));
float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth)));
return mix(
getFromColor(uv),
getToColor(uv),
m
);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%

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{
"ver": "1.0.25",
"uuid": "ab0d97f6-021e-4b1c-8210-a9c2e10155f7",
"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 windWidth;\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}\nfloat rand(vec2 co){\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\nvec4 transition (vec2 uv) {\n float r = rand(vec2(0, uv.y));\n float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth)));\n return mix(\n getFromColor(uv),\n getToColor(uv),\n m\n );\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 windWidth;\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}\nfloat rand(vec2 co){\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\nvec4 transition (vec2 uv) {\n float r = rand(vec2(0, uv.y));\n float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth)));\n return mix(\n getFromColor(uv),\n getToColor(uv),\n m\n );\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\n}"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "Wind",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "ab0d97f6-021e-4b1c-8210-a9c2e10155f7"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
}
}
}
}

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{
"ver": "1.0.3",
"uuid": "6dd2566a-a5ef-48ff-a3a2-521163be1e1e",
"dataAsSubAsset": null,
"subMetas": {}
}