diff --git a/CHANGELOG.md b/CHANGELOG.md index 61a908f..36b0940 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,10 @@ # ChangeLog +## 0.11.0 (2020-06-23) + +- 新增内发光v2 + - 此为另外一种内发光采样实现,正常情况下可能效果能和v1差不多,但是性能会好一点 + ## 0.10.0 (2020-04-10) - 支持 Cocos Creator v2.3.3 diff --git a/README.md b/README.md index 6d5b31b..517be47 100755 --- a/README.md +++ b/README.md @@ -1,8 +1,8 @@ # Cocos Creator Shader Effect Demo -[![](https://img.shields.io/badge/Release-0.10.0-green.svg)](CHANGELOG.md) +[![](https://img.shields.io/badge/Release-0.11.0-green.svg)](CHANGELOG.md) [![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE) -[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.3.0-orange.svg)](http://www.cocos.com/creator) +[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.3.+-orange.svg)](http://www.cocos.com/creator) [![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.2-orange.svg)](http://www.cocos.com/creator) [![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator) @@ -12,9 +12,9 @@ 1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。 2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。 3. 如果你有意将此Demo中的效果加入到你的项目中,**请认真评估是否适合你的项目使用!** -4. 本项目支持 Cocos Creator `v2.3.0` 、 ~~`v2.2.2`~~ 、 ~~`v2.2.1`~~ - 1. 项目当前正在使用 v2.3.0 开发 - 2. 由于2.3.0和2.2.2,2.2.1差别较大,因此,`master`分支的最新项目已经无法在2.2.1,2.2.2中重新打开,如果确实需要在 2.2.1,2.2.2 中打开,请先切换到旧版本的tag(`0.8.0`),才能用 2.2.1,2.2.2打开 +4. 本项目支持 Cocos Creator `v2.3.+` 、 ~~`v2.2.2`~~ 、 ~~`v2.2.1`~~ + 1. 项目当前正在使用 v2.3.3 开发 + 2. 由于2.3.+和2.2.2,2.2.1差别较大,因此,`master`分支的最新项目已经无法在2.2.1,2.2.2中重新打开,如果确实需要在 2.2.1,2.2.2 中打开,请先切换到旧版本的tag(`0.8.0`),才能用 2.2.1,2.2.2打开 ## 二、系列文章 @@ -37,6 +37,8 @@ ### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc)) +*ps:此效果有两个版本实现,见对应effect源码,前几行内有版本差异说明* + ![](static/effects/2d-sprite-glow-inner.gif) ### 马赛克/像素化([实现原理](https://www.jianshu.com/p/40e72ab76afd)) diff --git a/assets/effects/sprite-glow-inner.effect b/assets/effects/sprite-glow-inner-v1.effect similarity index 100% rename from assets/effects/sprite-glow-inner.effect rename to assets/effects/sprite-glow-inner-v1.effect diff --git a/assets/effects/sprite-glow-inner.effect.meta b/assets/effects/sprite-glow-inner-v1.effect.meta similarity index 100% rename from assets/effects/sprite-glow-inner.effect.meta rename to assets/effects/sprite-glow-inner-v1.effect.meta diff --git a/assets/effects/sprite-glow-inner-v2.effect b/assets/effects/sprite-glow-inner-v2.effect new file mode 100644 index 0000000..1737fa4 --- /dev/null +++ b/assets/effects/sprite-glow-inner-v2.effect @@ -0,0 +1,238 @@ +// 相比起 v1 版本的变更 +// +// 1. 切换了采样算法,由原来圆采样,改为矩形采样,减少大量三角函数运算,在保持差不多效果的前提下,性能得到大幅提升 + +CCEffect %{ + techniques: + - passes: + - vert: vs + frag: fs + blendState: + targets: + - blend: true + rasterizerState: + cullMode: none + properties: + texture: { value: white } + alphaThreshold: { value: 0.5 } + # 自定义参数 + glowColor: { + value: [1.0, 1.0, 0.0, 1.0], + editor: { + type: color, + tooltip: "发光颜色(RGBA)" + } + } + spriteWidth: { + value: 500, + editor: { + tooltip: "纹理宽度(px)" + } + } + spriteHeight: { + value: 500, + editor: { + tooltip: "纹理高度(px)" + } + } + glowRange: { + value: 20, + editor: { + tooltip: "内发光范围(px)" + } + } + # 发光透明度阈值 + # 只有超过这个透明度的点才会发光 + # 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下 + glowThreshold: { + value: 0.1, + editor: { + tooltip: "发光阈值(只有超过这个透明度的点才会发光)", + range: [0.0, 1.0] + } + } +}% + + +CCProgram vs %{ + precision highp float; + + #include + #include + + 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; + + #include + + in vec4 v_color; + + #if USE_TEXTURE + in vec2 v_uv0; + uniform sampler2D texture; + #endif + + // 定义向周边搜索的圈数 + #define range 5.0 + + #if SHOW_INNER_GLOW + + uniform glow { + // 发光颜色 + vec4 glowColor; + + // 纹理宽度(px) + float spriteWidth; + + // 纹理高度(px) + float spriteHeight; + + // 内发光范围(px) + float glowRange; + + // 发光阈值 + float glowThreshold; + + // 特别地,必须是 vec4 先于 float 声明 + }; + + /** + * 获取纹理uv颜色 + * + * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0) + * + * 在 Cocos Creator 2.2.1 的编辑器中,超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为 + * + * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色 + * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色 + * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色 + * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色 + * + * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致 + */ + vec4 getTextureColor(sampler2D texture, vec2 v_uv0) { + if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) { + return vec4(0.0, 0.0, 0.0, 0.0); + } + return texture(texture, v_uv0); + } + + /** + * 获取发光的透明度 + */ + float getGlowAlpha() { + // 如果发光宽度为0,直接返回0.0透明度,减少计算量 + if (glowRange == 0.0) { + return 0.0; + } + + // 因为我们是要做内发光,所以如果点本来是透明的或者接近透明的 + // 那么就意味着这个点是图像外的透明点或者图像内透明点(如空洞)之类的 + // 内发光的话,这些透明点我们不用处理,让它保持原样,否则就是会有内描边或者一点扩边的效果 + // 同时也是提前直接结束,减少计算量 + vec4 srcColor = getTextureColor(texture, v_uv0); + if (srcColor.a <= glowThreshold) { + return srcColor.a; + } + + // 每一圈的对应的步长 + float per_step_x = (1.0 / spriteWidth) * (glowRange / range); + float per_step_y = (1.0 / spriteHeight) * (glowRange / range); + + // 取样周边一定范围透明度 + float totalAlpha = 0.0; + for (float x = -range; x <= range; x++) { + for (float y = -range; y <= range; y++) { + totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a; + } + } + totalAlpha /= (range + range + 1.0) * (range + range + 1.0); + return totalAlpha; + } + + #endif + + void main () { + vec4 o = vec4(1, 1, 1, 1); + + #if USE_TEXTURE + o *= texture(texture, v_uv0); + #if CC_USE_ALPHA_ATLAS_TEXTURE + o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r; + #endif + #endif + + o *= v_color; + + ALPHA_TEST(o); + + gl_FragColor = o; + + #if SHOW_INNER_GLOW + // 目标颜色(图像) + vec4 color_dest = o; + + // 获取发光透明度 + // 此时我们得到的是内部透明度为1,靠近边缘的为接近0的透明度,其他位置为0的透明度 + float alpha = getGlowAlpha(); + + // 而内发光是从边缘开始的,那么什么算是边缘呢? + // 如果图像边缘有大量渐变,那么如果我们取大于 0.0 点就算是图像内的话,那么可能边缘会出现锯齿 + // 因此为了确定边缘,引入了发光阈值,我们只需要比较一下发光阈值就可以,大于发光阈值的点都是(图像内)发光点 + if (alpha > glowThreshold) { + + // 内发光是从边缘发光的,是需要内部透明度为0,靠近边缘的接近1的透明度 + // 因此我们需要翻转一下透明度 + alpha = 1.0 - alpha; + + // 给点调料,让靠近边缘的更加亮 + alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0; + } + // 源颜色(内发光) + vec4 color_src = glowColor * alpha; + + // 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色 + // 所以命名就是 color_src, color_dest + + // 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F + // 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下: + // + // (内发光)color_src: GL_SRC_ALPHA + // (原图像)color_dest: GL_ONE + // + // 即最终颜色如下: + // color_src * GL_SRC_ALPHA + color_dest * GL_ONE + + gl_FragColor = color_src * color_src.a + color_dest; + #endif + } +}% diff --git a/assets/effects/sprite-glow-inner-v2.effect.meta b/assets/effects/sprite-glow-inner-v2.effect.meta new file mode 100644 index 0000000..862a269 --- /dev/null +++ b/assets/effects/sprite-glow-inner-v2.effect.meta @@ -0,0 +1,17 @@ +{ + "ver": "1.0.25", + "uuid": "c49fbec9-7e8c-4114-a058-354eebd04446", + "compiledShaders": [ + { + "glsl1": { + "vert": "\nprecision highp float;\nuniform 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 uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float spriteWidth;\nuniform float spriteHeight;\nuniform float glowRange;\nuniform float glowThreshold;\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowRange == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" + }, + "glsl3": { + "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\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;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float spriteWidth;\n float spriteHeight;\n float glowRange;\n float glowThreshold;\n};\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowRange == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" + } + } + ], + "subMetas": {} +} \ No newline at end of file diff --git a/assets/materials/sprite-glow-inner.mtl b/assets/materials/sprite-glow-inner-v1.mtl similarity index 100% rename from assets/materials/sprite-glow-inner.mtl rename to assets/materials/sprite-glow-inner-v1.mtl diff --git a/assets/materials/sprite-glow-inner.mtl.meta b/assets/materials/sprite-glow-inner-v1.mtl.meta similarity index 100% rename from assets/materials/sprite-glow-inner.mtl.meta rename to assets/materials/sprite-glow-inner-v1.mtl.meta diff --git a/assets/materials/sprite-glow-inner-v2.mtl b/assets/materials/sprite-glow-inner-v2.mtl new file mode 100644 index 0000000..c7342d1 --- /dev/null +++ b/assets/materials/sprite-glow-inner-v2.mtl @@ -0,0 +1,28 @@ +{ + "__type__": "cc.Material", + "_name": "sprite-glow-inner-v2", + "_objFlags": 0, + "_native": "", + "_effectAsset": { + "__uuid__": "c49fbec9-7e8c-4114-a058-354eebd04446" + }, + "_techniqueIndex": 0, + "_techniqueData": { + "0": { + "defines": { + "USE_TEXTURE": true, + "SHOW_INNER_GLOW": true + }, + "props": { + "glowColor": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 0, + "a": 255 + }, + "glowRange": 60 + } + } + } +} \ No newline at end of file diff --git a/assets/materials/sprite-glow-inner-v2.mtl.meta b/assets/materials/sprite-glow-inner-v2.mtl.meta new file mode 100644 index 0000000..751fac2 --- /dev/null +++ b/assets/materials/sprite-glow-inner-v2.mtl.meta @@ -0,0 +1,6 @@ +{ + "ver": "1.0.3", + "uuid": "5e2baa0c-d8bf-493f-89f7-a11352092439", + "dataAsSubAsset": null, + "subMetas": {} +} \ No newline at end of file diff --git a/assets/scenes/GlowInnerEffectScene.fire b/assets/scenes/GlowInnerV1EffectScene.fire similarity index 93% rename from assets/scenes/GlowInnerEffectScene.fire rename to assets/scenes/GlowInnerV1EffectScene.fire index 557f40e..e0f2ad9 100755 --- a/assets/scenes/GlowInnerEffectScene.fire +++ b/assets/scenes/GlowInnerV1EffectScene.fire @@ -58,7 +58,7 @@ "_groupIndex": 0, "groupIndex": 0, "autoReleaseAssets": false, - "_id": "69a920f1-0509-4d54-b033-5fb5b1283b72" + "_id": "d9314270-2175-430f-9b5b-e4cef9314a76" }, { "__type__": "cc.Node", @@ -78,13 +78,13 @@ "_active": true, "_components": [ { - "__id__": 124 + "__id__": 132 }, { - "__id__": 125 + "__id__": 133 }, { - "__id__": 126 + "__id__": 134 } ], "_prefab": null, @@ -174,7 +174,7 @@ "array": [ 0, 0, - 324.7595264191645, + 416.8423838059318, 0, 0, 0, @@ -254,7 +254,7 @@ "_active": true, "_components": [ { 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}, + { + "__id__": 120 + }, + { + "__id__": 122 + }, + { + "__id__": 124 + }, + { + "__id__": 126 + } + ], + "_active": true, + "_components": [ + { + "__id__": 128 + } + ], + "_prefab": null, + "_opacity": 255, + "_color": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 255, + "a": 255 + }, + "_contentSize": { + "__type__": "cc.Size", + "width": 0, + "height": 1238.8 + }, + "_anchorPoint": { + "__type__": "cc.Vec2", + "x": 0.5, + "y": 1 + }, + "_trs": { + "__type__": "TypedArray", + "ctor": "Float64Array", + "array": [ + 0, + 0, + 0, + 0, + 0, + 0, + 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": "feymBChPxA1pr6+/rlPqey" }, { @@ -5243,13 +5317,13 @@ "_name": "cocos_logo", "_objFlags": 0, "_parent": { - "__id__": 114 + "__id__": 115 }, "_children": [], "_active": true, "_components": [ { - "__id__": 116 + "__id__": 117 } 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