马赛克/像素风shader

This commit is contained in:
ifengzp 2020-05-28 21:40:16 +08:00
parent 3d1f27518c
commit fc2cf95238
16 changed files with 2356 additions and 1 deletions

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@ -18,7 +18,8 @@ enum sceneList {
'Change_clothes' = '换装', 'Change_clothes' = '换装',
'Screen_vibrating' = '震屏效果+动画恢复第一帧', 'Screen_vibrating' = '震屏效果+动画恢复第一帧',
'Joystick' = '遥控杆', 'Joystick' = '遥控杆',
'Filter' = '颜色滤镜' 'Filter' = '颜色滤镜',
'Mosaic' = '马赛克/像素风shader'
} }
@ccclass @ccclass

7
assets/Scene/Mosaic.meta Normal file
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@ -0,0 +1,7 @@
{
"ver": "1.0.1",
"uuid": "bbd908a4-1464-41f7-a2dd-66115d27bc7a",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}

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@ -0,0 +1,94 @@
// 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 }
x_count: { value: 100.0 }
y_count: { value: 100.0 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
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;
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if USE_MASAIC
uniform ARGS{
float x_count;
float y_count;
};
vec2 getUvMapPos() {
float block_w = 1.0 / x_count;
float block_x_idx = floor(v_uv0.x / block_w);
float block_h = 1.0 / y_count;
float block_y_idx = floor(v_uv0.y / block_h);
return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
vec2 realPos = v_uv0;
#if USE_MASAIC
realPos = getUvMapPos();
#endif
o *= texture(texture, realPos);
o *= v_color;
gl_FragColor = o;
}
}%

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@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "a94a99c8-625f-4aef-8960-e983d429d3a6",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\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;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MASAIC\nuniform float x_count;\nuniform float y_count;\nvec2 getUvMapPos() {\n float block_w = 1.0 / x_count;\n float block_x_idx = floor(v_uv0.x / block_w);\n float block_h = 1.0 / y_count;\n float block_y_idx = floor(v_uv0.y / block_h);\n return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MASAIC\n realPos = getUvMapPos();\n #endif\n o *= texture2D(texture, realPos);\n o *= v_color;\n gl_FragColor = o;\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};\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;\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MASAIC\nuniform ARGS{\n float x_count;\n float y_count;\n};\nvec2 getUvMapPos() {\n float block_w = 1.0 / x_count;\n float block_x_idx = floor(v_uv0.x / block_w);\n float block_h = 1.0 / y_count;\n float block_y_idx = floor(v_uv0.y / block_h);\n return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MASAIC\n realPos = getUvMapPos();\n #endif\n o *= texture(texture, realPos);\n o *= v_color;\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}

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@ -0,0 +1,7 @@
{
"ver": "1.2.6",
"uuid": "9708c3cd-9189-4481-a85e-7200d9e89417",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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@ -0,0 +1,22 @@
{
"__type__": "cc.Material",
"_name": "Mosaic",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "a94a99c8-625f-4aef-8960-e983d429d3a6"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"props": {
"x_count": 100,
"y_count": 100
},
"defines": {
"USE_TEXTURE": true,
"USE_MASAIC": true
}
}
}
}

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@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "67dbc9c2-8d9f-4267-b0ac-79eac5cd2077",
"dataAsSubAsset": null,
"subMetas": {}
}

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@ -0,0 +1,18 @@
const { ccclass, property } = cc._decorator;
@ccclass
export default class Mosaic extends cc.Component {
material: cc.Material = null;
onLoad() {
this.material = this.node.getChildByName('npc').getComponent(cc.Sprite).getMaterial(0);
}
setPixelCount(slide: cc.Slider, type: 'x' | 'y') {
this.material.setProperty(`${type}_count`, Math.floor(slide.progress * 100));
}
togglePixel(toggle: cc.Toggle) {
this.material.define('USE_MASAIC', toggle.isChecked, 0, true);
}
}

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@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "e6cdac1f-801d-4348-a907-4687a8d9d1f2",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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@ -0,0 +1,7 @@
{
"ver": "1.0.1",
"uuid": "bc34001f-7af6-4bb4-a663-2e1850c181c9",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}

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@ -0,0 +1,36 @@
{
"ver": "2.3.4",
"uuid": "ab0995ce-a9ef-4247-a848-d4bd77db5258",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 2,
"height": 2,
"platformSettings": {},
"subMetas": {
"bg": {
"ver": "1.0.4",
"uuid": "73a9939f-c882-4bdb-a6b4-7384bd4f32a3",
"rawTextureUuid": "ab0995ce-a9ef-4247-a848-d4bd77db5258",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 2,
"height": 2,
"rawWidth": 2,
"rawHeight": 2,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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@ -0,0 +1,36 @@
{
"ver": "2.3.4",
"uuid": "ecdb72e0-ae6f-445f-9513-baac57e1469a",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": false,
"width": 512,
"height": 512,
"platformSettings": {},
"subMetas": {
"npc": {
"ver": "1.0.4",
"uuid": "8e6013be-9ce2-4cee-bebe-6d94b901ccfe",
"rawTextureUuid": "ecdb72e0-ae6f-445f-9513-baac57e1469a",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": -3.5,
"offsetY": -27,
"trimX": 72,
"trimY": 54,
"width": 361,
"height": 458,
"rawWidth": 512,
"rawHeight": 512,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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@ -1,6 +1,9 @@
我是异名,你的阅读是我的动力,其他文章链接: 我是异名,你的阅读是我的动力,其他文章链接:
- [水波扩散效果(shader)](https://mp.weixin.qq.com/s/e9WHuwaLKt8qov91D_JVwA)
- [镜面光泽效果(shader)](https://mp.weixin.qq.com/s/zcUvkPuMJT_wA82jCsUXig)
- [追光效果(shader)](https://mp.weixin.qq.com/s/YFvMAuMqageplRCp9YYgpQ) - [追光效果(shader)](https://mp.weixin.qq.com/s/YFvMAuMqageplRCp9YYgpQ)
- [溶解效果(shader)](https://mp.weixin.qq.com/s/8uu3gyWWMt0gf32XAinl-g) - [溶解效果(shader)](https://mp.weixin.qq.com/s/8uu3gyWWMt0gf32XAinl-g)
- [颜色滤镜(shader)](https://mp.weixin.qq.com/s/qxzNOz97818wc9f5khwNyg)
- [富文本打字机效果](https://mp.weixin.qq.com/s/WlVBzSgCNTNPD2bxXda-mg) - [富文本打字机效果](https://mp.weixin.qq.com/s/WlVBzSgCNTNPD2bxXda-mg)
- [子弹跟踪效果](https://mp.weixin.qq.com/s/2egrmJC1AgRXNWuGOIhbXg) - [子弹跟踪效果](https://mp.weixin.qq.com/s/2egrmJC1AgRXNWuGOIhbXg)
- [微信小游戏超出4M之后](https://mp.weixin.qq.com/s/l8MDHMnVl8eVl8U6krBeDw) - [微信小游戏超出4M之后](https://mp.weixin.qq.com/s/l8MDHMnVl8eVl8U6krBeDw)