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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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87
assets/Scene/SwitchScene__Wind/Materials/Wind.effect
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87
assets/Scene/SwitchScene__Wind/Materials/Wind.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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windWidth: {value: 0.2}
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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 windWidth;
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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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float rand(vec2 co){
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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vec4 transition (vec2 uv) {
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float r = rand(vec2(0, uv.y));
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float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth)));
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return mix(
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getFromColor(uv),
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getToColor(uv),
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m
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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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17
assets/Scene/SwitchScene__Wind/Materials/Wind.effect.meta
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17
assets/Scene/SwitchScene__Wind/Materials/Wind.effect.meta
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{
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"ver": "1.0.25",
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"uuid": "ab0d97f6-021e-4b1c-8210-a9c2e10155f7",
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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 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}"
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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 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}"
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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__Wind/Materials/Wind.mtl
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17
assets/Scene/SwitchScene__Wind/Materials/Wind.mtl
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{
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"__type__": "cc.Material",
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"_name": "Wind",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "ab0d97f6-021e-4b1c-8210-a9c2e10155f7"
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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__Wind/Materials/Wind.mtl.meta
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6
assets/Scene/SwitchScene__Wind/Materials/Wind.mtl.meta
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{
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"ver": "1.0.3",
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"uuid": "6dd2566a-a5ef-48ff-a3a2-521163be1e1e",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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