水波扩散效果
@ -9,6 +9,7 @@ cocos是一款挺棒的游戏引擎,我在这个仓库实现一些游戏当中
|
||||
|
||||
# 目前已实现效果
|
||||
|
||||
[水波扩散(shader)](./doc/Water_spread/水波扩散效果.md)
|
||||
[镜面光泽(shader)](./doc/Specular_gloss/镜面光泽.md)
|
||||
[圆形头像(shader)](./doc/Circle_avatar/shader圆形头像.md)
|
||||
[溶解效果(shader)](./doc/Dissolve_color/溶解效果.md)
|
||||
@ -24,6 +25,11 @@ cocos是一款挺棒的游戏引擎,我在这个仓库实现一些游戏当中
|
||||
2D换装
|
||||
震屏效果+动画恢复第一帧
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||||
|
||||
## 水波扩散(shader)
|
||||
水波扩散是一个比较好看的交互效果,特别是在某些以水为故事发生场景的游戏中,扩散的水波会让场景更加栩栩如生。
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||||
|
||||
![demo](.doc/Water_spread/resource/demo.gif)
|
||||
|
||||
## 镜面光泽(shader)
|
||||
镜面上扫过一道光泽是UI里面很常用的一种特效,通常用来强调某个物体或者凸显物体的“稀有”价值,比如卡片中扫过一道光芒等
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|
||||
|
@ -2,16 +2,17 @@ import BackHomeBtn from './BackHomeBtn';
|
||||
const { ccclass, property } = cc._decorator;
|
||||
const LOAD_SCENE_MIN_SEC: number = 1.2;
|
||||
enum sceneList {
|
||||
'Water_spread' = '水波扩散效果(shader)',
|
||||
'Specular_gloss' = '镜面光泽效果(shader)',
|
||||
'Dissolve_color' = '溶解效果(shader)',
|
||||
'Follow_spot' = '追光效果(shader)',
|
||||
'Circle_avatar' = '圆形头像(shader)',
|
||||
'Scratch_ticket' = '刮刮卡实现',
|
||||
'Coin_fly_to_wallet' = '金币落袋效果',
|
||||
'Moving_ghost' = '移动残影效果',
|
||||
'Magnifying_mirror' = '放大镜效果',
|
||||
'Follow_spot' = '追光效果(shader)',
|
||||
'Typer' = '打字机效果',
|
||||
'Bullet_Tracking' = '子弹跟踪效果',
|
||||
'Moving_ghost' = '移动残影效果',
|
||||
'Circle_avatar' = '圆形头像(shader)',
|
||||
'Infinite_bg_scroll' = '背景无限滚动',
|
||||
'Change_clothes' = '换装',
|
||||
'Screen_vibrating' = '震屏效果+动画恢复第一帧',
|
||||
|
7
assets/Scene/Water_spread.meta
Normal file
@ -0,0 +1,7 @@
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{
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"ver": "1.0.1",
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"uuid": "301c3c85-5e2b-4f37-b5ee-96a6c5ca69d2",
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"isSubpackage": false,
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"subpackageName": "",
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"subMetas": {}
|
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}
|
93
assets/Scene/Water_spread/Water_spread.effect
Normal file
@ -0,0 +1,93 @@
|
||||
// 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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canvas_size: { value: [ 667.0, 375.0 ] }
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center: { value: [ 0.5, 0.5 ] }
|
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wave_radius: { value: 0.18 }
|
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wave_offset: { value: 2.0 }
|
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}%
|
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|
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|
||||
CCProgram vs %{
|
||||
precision highp float;
|
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|
||||
#include <cc-global>
|
||||
#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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|
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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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|
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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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|
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|
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CCProgram fs %{
|
||||
precision highp float;
|
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|
||||
#include <alpha-test>
|
||||
#include <cc-global>
|
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|
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in vec4 v_color;
|
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#if USE_TEXTURE
|
||||
in vec2 v_uv0;
|
||||
uniform sampler2D texture;
|
||||
#endif
|
||||
|
||||
uniform ARGS{
|
||||
vec2 center;
|
||||
vec2 canvas_size;
|
||||
float wave_radius;
|
||||
float wave_offset;
|
||||
};
|
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|
||||
void main() {
|
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vec2 distance_vec = center - v_uv0;
|
||||
distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);
|
||||
float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);
|
||||
|
||||
// distance小于1,但是我们希望能有多个波峰波谷,所以在sin的内部乘上一个比较大的倍数
|
||||
// sin函数的值在-1到1之间,我们希望偏移值很小,所以输出的时候需要缩小一定的倍数倍
|
||||
float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;
|
||||
float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);
|
||||
|
||||
// 计算总的uv的偏移值
|
||||
vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;
|
||||
vec2 uv = offset + v_uv0;
|
||||
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
}%
|
17
assets/Scene/Water_spread/Water_spread.effect.meta
Normal file
@ -0,0 +1,17 @@
|
||||
{
|
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"ver": "1.0.25",
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"uuid": "7b534a3f-8819-43a5-87dc-5d55a6869117",
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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}",
|
||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform highp vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 center;\nuniform vec2 canvas_size;\nuniform float wave_radius;\nuniform float wave_offset;\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture2D(texture, uv);\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;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n vec2 center;\n vec2 canvas_size;\n float wave_radius;\n float wave_offset;\n};\nvoid main() {\n vec2 distance_vec = center - v_uv0;\n distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);\n float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);\n float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;\n float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);\n vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;\n vec2 uv = offset + v_uv0;\n gl_FragColor = texture(texture, uv);\n}"
|
||||
}
|
||||
}
|
||||
],
|
||||
"subMetas": {}
|
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}
|
417
assets/Scene/Water_spread/Water_spread.fire
Normal file
@ -0,0 +1,417 @@
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[
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1,
|
||||
1,
|
||||
1,
|
||||
1
|
||||
]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": "1dJPAcHYlFQ4aCCFZiEdFj"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 5
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "56406760-685c-4c29-8e07-797a69892d89"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": {
|
||||
"__uuid__": "861239dd-0928-4f09-a3e6-80b190241a5a"
|
||||
},
|
||||
"_type": 0,
|
||||
"_sizeMode": 0,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": null,
|
||||
"_id": "e6sVabYOVDI4mMH27Jv3Rw"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Widget",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 5
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 1,
|
||||
"_target": null,
|
||||
"_alignFlags": 45,
|
||||
"_left": 0,
|
||||
"_right": 0,
|
||||
"_top": 0,
|
||||
"_bottom": 0,
|
||||
"_verticalCenter": 0,
|
||||
"_horizontalCenter": 0,
|
||||
"_isAbsLeft": true,
|
||||
"_isAbsRight": true,
|
||||
"_isAbsTop": true,
|
||||
"_isAbsBottom": true,
|
||||
"_isAbsHorizontalCenter": true,
|
||||
"_isAbsVerticalCenter": true,
|
||||
"_originalWidth": 1136,
|
||||
"_originalHeight": 640,
|
||||
"_id": "ad0dfC/W5I4bszwgOJLukH"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Canvas",
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"_name": "",
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||||
"_objFlags": 0,
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"node": {
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||||
"__id__": 2
|
||||
},
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||||
"_enabled": true,
|
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"_designResolution": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 1334,
|
||||
"height": 750
|
||||
},
|
||||
"_fitWidth": false,
|
||||
"_fitHeight": true,
|
||||
"_id": "59Cd0ovbdF4byw5sbjJDx7"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Widget",
|
||||
"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 2
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||||
},
|
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"_enabled": true,
|
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"alignMode": 1,
|
||||
"_target": null,
|
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"_alignFlags": 45,
|
||||
"_left": 0,
|
||||
"_right": 0,
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||||
"_top": 0,
|
||||
"_bottom": 0,
|
||||
"_verticalCenter": 0,
|
||||
"_horizontalCenter": 0,
|
||||
"_isAbsLeft": true,
|
||||
"_isAbsRight": true,
|
||||
"_isAbsTop": true,
|
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"_isAbsBottom": true,
|
||||
"_isAbsHorizontalCenter": true,
|
||||
"_isAbsVerticalCenter": true,
|
||||
"_originalWidth": 0,
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"_originalHeight": 0,
|
||||
"_id": "29zXboiXFBKoIV4PQ2liTe"
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||||
},
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{
|
||||
"__type__": "d485aKJH4VK9ZttqIWBQAMc",
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||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
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||||
"__id__": 2
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||||
},
|
||||
"_enabled": true,
|
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"bg": {
|
||||
"__id__": 5
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||||
},
|
||||
"_id": "94cGIk+DBBuL8SyDgnW0Bi"
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}
|
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]
|
7
assets/Scene/Water_spread/Water_spread.fire.meta
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.6",
|
||||
"uuid": "b3a76f79-b230-4227-a380-f595499d9f43",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
21
assets/Scene/Water_spread/Water_spread.mtl
Normal file
@ -0,0 +1,21 @@
|
||||
{
|
||||
"__type__": "cc.Material",
|
||||
"_name": "Water_spread",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_effectAsset": {
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"__uuid__": "7b534a3f-8819-43a5-87dc-5d55a6869117"
|
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},
|
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"_techniqueIndex": 0,
|
||||
"_techniqueData": {
|
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"0": {
|
||||
"props": {
|
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"wave_radius": 0.2,
|
||||
"wave_offset": 2
|
||||
},
|
||||
"defines": {
|
||||
"USE_TEXTURE": true
|
||||
}
|
||||
}
|
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}
|
||||
}
|
6
assets/Scene/Water_spread/Water_spread.mtl.meta
Normal file
@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.3",
|
||||
"uuid": "56406760-685c-4c29-8e07-797a69892d89",
|
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"dataAsSubAsset": null,
|
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"subMetas": {}
|
||||
}
|
27
assets/Scene/Water_spread/Water_spread.ts
Normal file
@ -0,0 +1,27 @@
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class Water_spread extends cc.Component {
|
||||
@property(cc.Node)
|
||||
bg: cc.Node = null;
|
||||
material: cc.Material = null;
|
||||
|
||||
onLoad() {
|
||||
this.material = this.bg.getComponent(cc.Sprite).getMaterial(0);
|
||||
this.bg.on(cc.Node.EventType.TOUCH_END, this.touchStartEvent, this);
|
||||
}
|
||||
|
||||
waveOffset: number = 0.0;
|
||||
touchStartEvent(evt: cc.Event.EventTouch) {
|
||||
let pos = evt.getLocation();
|
||||
this.material.setProperty('center', [ pos.x / this.bg.width, (this.bg.height - pos.y) / this.bg.height]);
|
||||
this.waveOffset = 0.0;
|
||||
}
|
||||
|
||||
update(dt) {
|
||||
if (this.waveOffset > 2.0) return;
|
||||
|
||||
this.waveOffset += dt;
|
||||
this.material.setProperty('wave_offset', this.waveOffset);
|
||||
}
|
||||
}
|
9
assets/Scene/Water_spread/Water_spread.ts.meta
Normal file
@ -0,0 +1,9 @@
|
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{
|
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"ver": "1.0.5",
|
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"uuid": "d485a289-1f85-4af5-9b6d-a8858140031c",
|
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"isPlugin": false,
|
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"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
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"loadPluginInEditor": false,
|
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"subMetas": {}
|
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}
|
BIN
assets/Scene/Water_spread/bg.jpg
Normal file
After Width: | Height: | Size: 255 KiB |
36
assets/Scene/Water_spread/bg.jpg.meta
Normal file
@ -0,0 +1,36 @@
|
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{
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"ver": "2.3.4",
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"uuid": "ab5f2507-79c8-4a89-aa11-45a5b3c8a8a7",
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"type": "sprite",
|
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"wrapMode": "clamp",
|
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"filterMode": "bilinear",
|
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"premultiplyAlpha": false,
|
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"genMipmaps": false,
|
||||
"packable": false,
|
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"width": 1024,
|
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"height": 768,
|
||||
"platformSettings": {},
|
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"subMetas": {
|
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"bg": {
|
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"ver": "1.0.4",
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"uuid": "861239dd-0928-4f09-a3e6-80b190241a5a",
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"rawTextureUuid": "ab5f2507-79c8-4a89-aa11-45a5b3c8a8a7",
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"trimType": "auto",
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"trimThreshold": 1,
|
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"rotated": false,
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"offsetX": 0,
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"offsetY": 0,
|
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"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 1024,
|
||||
"height": 768,
|
||||
"rawWidth": 1024,
|
||||
"rawHeight": 768,
|
||||
"borderTop": 0,
|
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"borderBottom": 0,
|
||||
"borderLeft": 0,
|
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"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
BIN
doc/Water_spread/resource/demo.gif
Normal file
After Width: | Height: | Size: 834 KiB |
BIN
doc/Water_spread/resource/demo2.gif
Normal file
After Width: | Height: | Size: 644 KiB |
BIN
doc/Water_spread/resource/demo3.gif
Normal file
After Width: | Height: | Size: 475 KiB |
BIN
doc/Water_spread/resource/demo4.gif
Normal file
After Width: | Height: | Size: 356 KiB |
BIN
doc/Water_spread/resource/ewm.png
Normal file
After Width: | Height: | Size: 6.9 KiB |
BIN
doc/Water_spread/resource/stretch.png
Normal file
After Width: | Height: | Size: 346 KiB |
91
doc/Water_spread/水波扩散效果.md
Normal file
@ -0,0 +1,91 @@
|
||||
# 效果演示
|
||||
|
||||
水波扩散是一个比较好看的交互效果,特别是在某些以水为故事发生场景的游戏中,扩散的水波会让场景更加栩栩如生。
|
||||
|
||||
![demo](./resource/demo.gif)
|
||||
|
||||
# 实现思路
|
||||
|
||||
如果水波静止,我们看到的其实是像素点围绕着某个中心点的拉伸效果,我们只需让每个像素点叠加上它和中心点的向量差,就能够呈现出画面上的所有像素围绕中心点的拉伸感。
|
||||
```c++
|
||||
void main() {
|
||||
vec2 uv = normalize(vec2(0.5, 0.5) - v_uv0) * 0.2 + v_uv0;
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
```
|
||||
![demo](./resource/stretch.png)
|
||||
|
||||
这个时候如果我们加上时间参数,我们就可以得到一个往外不停井喷的“黑洞”:
|
||||
|
||||
```c++
|
||||
void main() {
|
||||
vec2 uv = normalize(vec2(0.5, 0.5) - v_uv0) * 0.2 * cc_time.x + v_uv0;
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
```
|
||||
![掏空式往外涌](./resource/demo2.gif)
|
||||
|
||||
|
||||
但是水波往外扩散是呼吸灯式的一波波往外涌,而且不是这种无尽式的一直把东西往外掏的感觉,所以我们要给`cc_time.x`加上一个周期性的变化,让它能表现出这种周期性的往外扩散的感觉。
|
||||
|
||||
```c++
|
||||
void main() {
|
||||
vec2 uv = normalize(vec2(0.5, 0.5) - v_uv0) * 0.2 * sin(cc_time.x) + v_uv0;
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
```
|
||||
![周期性往外涌](./resource/demo3.gif)
|
||||
|
||||
这种呼吸灯式的涌动其实和我们的最终效果有很大区别,因为它永远在循环涌动,但是我们的水波是从中心扩散出去之后,中间部分就不再动了的,怎么让中间的像素不再多次涌动呢?如果把一圈水波比作圆,那水波的扩散行为其实就是这个圆的半径在不断的增大,圆外面的波纹有效,圆里面的波纹静止。因此我们可以多加一个距离取样,像素离扩散中心的距离大于半径才保留否则丢弃,而这个半径从零开始逐渐增大。
|
||||
|
||||
```c++
|
||||
void main() {
|
||||
vec2 distance_vec = vec2(0.5, 0.5) - v_uv0;
|
||||
float sin_factor = sin(cc_time.x) * 0.2;
|
||||
|
||||
float wave_radius = 0.3;
|
||||
float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);
|
||||
// 其中waveOffset是随时间增长的,通过外部传入
|
||||
float dis_factor = clamp(wave_radius - abs(distance - wave_offset), 0.0, 1.0);
|
||||
|
||||
vec2 uv = v_uv0 + normalize(distance_vec) * sin_factor * dis_factor;
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
```
|
||||
|
||||
![未调优效果](./resource/demo4.gif)
|
||||
|
||||
接下来的就是参数的调试,主要是三角函数的采样那里,我们希望水波能够产生多个波动,所以我们需要乘上一定的倍数,让函数的作用范围足够大,才能有足够多的波峰谷底。另外就是sin函数的输出值域在`(-1, 1)`之间,所以我们的输出也需要缩小一定的倍数,才能让函数的峰值变化处于一个合理的范围。
|
||||
|
||||
```c++
|
||||
void main() {
|
||||
vec2 distance_vec = center - v_uv0;
|
||||
distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);
|
||||
float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);
|
||||
|
||||
// distance小于1,但是我们希望能有多个波峰波谷,所以在sin的内部乘上一个比较大的倍数
|
||||
// sin函数的值在-1到1之间,我们希望偏移值很小,所以输出的时候需要缩小一定的倍数倍
|
||||
float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;
|
||||
float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);
|
||||
|
||||
// 计算总的uv的偏移值
|
||||
vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;
|
||||
vec2 uv = offset + v_uv0;
|
||||
|
||||
gl_FragColor = texture(texture, uv);
|
||||
}
|
||||
```
|
||||
|
||||
![demo](./resource/demo.gif)
|
||||
|
||||
# 效果预览
|
||||
|
||||
**源码**获取请点击**查看原文**,长按二维码**查看效果**👇
|
||||
|
||||
![ewm](./resource/ewm.png)
|
||||
|
||||
我是异名,你的阅读是我的动力
|
||||
|
||||
|
||||
|
||||
|