初步支持单点扩散
This commit is contained in:
parent
f39e39e248
commit
6ac69a841a
@ -18,12 +18,29 @@ CCEffect %{
|
||||
properties:
|
||||
texture: { value: white }
|
||||
alphaThreshold: { value: 0.5 }
|
||||
# 老化程度
|
||||
oldLevel: {
|
||||
value: 1.0,
|
||||
|
||||
# 扩散颜色
|
||||
centerColor: {
|
||||
value: [1.0, 1.0, 0.0, 1.0],
|
||||
inspector: {
|
||||
tooltip: "老化程度",
|
||||
range: [0.0, 1.0]
|
||||
type: color,
|
||||
tooltip: "发光颜色"
|
||||
}
|
||||
}
|
||||
|
||||
# 扩散起点坐标
|
||||
centerPoint: {
|
||||
value: [0.5, 0.5],
|
||||
inspector: {
|
||||
tooltip: "扩散起点坐标"
|
||||
}
|
||||
}
|
||||
|
||||
# 扩散半径
|
||||
radius: {
|
||||
value: 0.2,
|
||||
inspector: {
|
||||
tooltip: "扩散半径"
|
||||
}
|
||||
}
|
||||
}%
|
||||
@ -76,24 +93,45 @@ CCProgram fs %{
|
||||
uniform sampler2D texture;
|
||||
#endif
|
||||
|
||||
#if USE_OLD_PHOTO
|
||||
uniform OldPhoto {
|
||||
// 老化程度
|
||||
float oldLevel;
|
||||
#if ENABLE_DIFFUSION
|
||||
uniform Diffusion {
|
||||
// 扩散颜色
|
||||
vec4 centerColor;
|
||||
|
||||
// 扩散起点坐标
|
||||
vec2 centerPoint;
|
||||
|
||||
// 扩展半径
|
||||
float radius;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取老化颜色
|
||||
*
|
||||
* @param color 原始颜色
|
||||
*
|
||||
* @return 老化后的颜色
|
||||
* 添加某个扩散点后混合后的纹理颜色
|
||||
*/
|
||||
vec4 getOldPhotoColor(vec4 color) {
|
||||
float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;
|
||||
float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;
|
||||
float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;
|
||||
return vec4(r, g, b, color.a);
|
||||
vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
|
||||
// 计算当前 uv 到扩散起点的距离
|
||||
float dis = distance(v_uv0, centerPoint);
|
||||
|
||||
// 第一步裁剪
|
||||
// 找出扩散范围,扩散范围为1.0透明度,其他范围为0.0透明度
|
||||
float a = step(dis, radius);
|
||||
|
||||
// // 第二步裁剪
|
||||
// // 本来透明的uv不要
|
||||
// a *= step(0.01, textureColor.a);
|
||||
|
||||
// 加入从中心往外渐变的效果
|
||||
a *= 1.0 - (dis / radius);
|
||||
|
||||
// 加点料,让中心点更加亮
|
||||
// a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
|
||||
// a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
|
||||
|
||||
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
|
||||
vec4 diffusionColor = centerColor * a;
|
||||
|
||||
// 混合颜色:在原始图像颜色上叠加扩散颜色
|
||||
return textureColor * textureColor.a + diffusionColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -111,12 +149,14 @@ CCProgram fs %{
|
||||
|
||||
ALPHA_TEST(o);
|
||||
|
||||
#if USE_OLD_PHOTO
|
||||
vec4 srcColor = o;
|
||||
vec4 oldColor = getOldPhotoColor(srcColor);
|
||||
|
||||
o = srcColor + (oldColor - srcColor) * oldLevel;
|
||||
#endif
|
||||
gl_FragColor = o;
|
||||
|
||||
#if ENABLE_DIFFUSION
|
||||
gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
|
||||
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
||||
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
||||
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
||||
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
||||
#endif
|
||||
}
|
||||
}%
|
||||
|
@ -5,11 +5,11 @@
|
||||
{
|
||||
"glsl1": {
|
||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform float oldLevel;\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\n"
|
||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\n}\n"
|
||||
},
|
||||
"glsl3": {
|
||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform OldPhoto {\n\n float oldLevel;\n}\n\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\n"
|
||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\n}\n"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@ -8,7 +8,9 @@
|
||||
},
|
||||
"_defines": {
|
||||
"USE_TEXTURE": true,
|
||||
"USE_OLD_PHOTO": true
|
||||
"ENABLE_DIFFUSION": true
|
||||
},
|
||||
"_props": {}
|
||||
"_props": {
|
||||
"radius": 0.2
|
||||
}
|
||||
}
|
@ -78,10 +78,10 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 45
|
||||
"__id__": 46
|
||||
},
|
||||
{
|
||||
"__id__": 46
|
||||
"__id__": 47
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -171,7 +171,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
418.2902700278839,
|
||||
351.60631393648214,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -251,7 +251,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 44
|
||||
"__id__": 45
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1331,25 +1331,25 @@
|
||||
"__id__": 32
|
||||
},
|
||||
{
|
||||
"__id__": 34
|
||||
"__id__": 35
|
||||
},
|
||||
{
|
||||
"__id__": 36
|
||||
"__id__": 37
|
||||
},
|
||||
{
|
||||
"__id__": 38
|
||||
"__id__": 39
|
||||
},
|
||||
{
|
||||
"__id__": 40
|
||||
"__id__": 41
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 42
|
||||
"__id__": 43
|
||||
},
|
||||
{
|
||||
"__id__": 43
|
||||
"__id__": 44
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1506,6 +1506,9 @@
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 33
|
||||
},
|
||||
{
|
||||
"__id__": 34
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1588,6 +1591,16 @@
|
||||
"_atlas": null,
|
||||
"_id": "74+WCqN01NIbcSpr5gcxmE"
|
||||
},
|
||||
{
|
||||
"__type__": "ababaxBpzZMv60DJIli3Qbn",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 32
|
||||
},
|
||||
"_enabled": true,
|
||||
"_id": "deEKANKq9HW4KcsK/CN+56"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "ball_1",
|
||||
@ -1599,7 +1612,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 35
|
||||
"__id__": 36
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1655,7 +1668,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 34
|
||||
"__id__": 35
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1693,7 +1706,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 37
|
||||
"__id__": 38
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1749,7 +1762,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 36
|
||||
"__id__": 37
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1787,7 +1800,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 39
|
||||
"__id__": 40
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1843,7 +1856,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 38
|
||||
"__id__": 39
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1879,7 +1892,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 41
|
||||
"__id__": 42
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1935,7 +1948,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 40
|
||||
"__id__": 41
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
|
76
assets/scripts/LocalDiffusionCtrl.ts
Normal file
76
assets/scripts/LocalDiffusionCtrl.ts
Normal file
@ -0,0 +1,76 @@
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class LocalDiffusionCtrl extends cc.Component {
|
||||
private color: cc.Color = cc.Color.RED;
|
||||
|
||||
onEnable() {
|
||||
this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
|
||||
this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
|
||||
this.node.on(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
|
||||
this.node.on(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
|
||||
}
|
||||
|
||||
onDisable() {
|
||||
this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
|
||||
this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
|
||||
this.node.off(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
|
||||
this.node.off(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
|
||||
}
|
||||
|
||||
private _onTouchStart(event: cc.Event.EventTouch) {
|
||||
this._onTouchMove(event);
|
||||
}
|
||||
|
||||
private _onTouchMove(event: cc.Event.EventTouch) {
|
||||
let touchPointInWorldSpace = event.getLocation();
|
||||
let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
|
||||
|
||||
// 将触摸点转换为OPENGL坐标系并归一化
|
||||
let normalizePos = cc.v2(
|
||||
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
|
||||
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
|
||||
);
|
||||
|
||||
this._updateMaterial({
|
||||
centerColor: this.color,
|
||||
certerPoint: normalizePos,
|
||||
radius: 0.6
|
||||
});
|
||||
}
|
||||
|
||||
private _onTouchEnd(event: cc.Event.EventTouch) {
|
||||
this._onTouchCancel(event);
|
||||
}
|
||||
|
||||
private _onTouchCancel(event: cc.Event.EventTouch) {}
|
||||
|
||||
private _updateMaterial(param: {
|
||||
/**
|
||||
* 中心点颜色
|
||||
*/
|
||||
centerColor: cc.Color;
|
||||
|
||||
/**
|
||||
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
|
||||
*/
|
||||
certerPoint: cc.Vec2;
|
||||
|
||||
/**
|
||||
* 扩散半径 [0.0, 1.0]
|
||||
*/
|
||||
radius: number;
|
||||
}) {
|
||||
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("centerColor", cc.v4(1.0, 1.0, 0.0, 1.0));
|
||||
material.setProperty(
|
||||
"centerColor",
|
||||
cc.v4(param.centerColor.getR() / 255, param.centerColor.getG() / 255, param.centerColor.getB() / 255, param.centerColor.getA() / 255)
|
||||
);
|
||||
material.setProperty("centerPoint", param.certerPoint);
|
||||
material.setProperty("radius", param.radius);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/LocalDiffusionCtrl.ts.meta
Normal file
9
assets/scripts/LocalDiffusionCtrl.ts.meta
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "ababac41-a736-4cbf-ad03-248962dd06e7",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@ -8,6 +8,8 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
onLoad() {
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
|
||||
this._oldLevelSlider = cc.find("Canvas/Content/Sliders/OldLevelSlider/Slider").getComponent(cc.Slider);
|
||||
this._oldLevelSliderLabel = cc.find("Canvas/Content/Sliders/OldLevelSlider/ValueLabel").getComponent(cc.Label);
|
||||
|
||||
@ -29,10 +31,10 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
private _onSliderChanged() {
|
||||
this._oldLevelSliderLabel.string = `${this._oldLevelSlider.progress.toFixed(2)}`;
|
||||
|
||||
// 更新材质
|
||||
this._updateRenderComponentMaterial({
|
||||
oldLevel: this._oldLevelSlider.progress
|
||||
});
|
||||
// // 更新材质
|
||||
// this._updateRenderComponentMaterial({
|
||||
// oldLevel: this._oldLevelSlider.progress
|
||||
// });
|
||||
}
|
||||
|
||||
/**
|
||||
@ -44,14 +46,35 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
*/
|
||||
private _updateRenderComponentMaterial(param: {
|
||||
/**
|
||||
* 老化程度 [0.0, 1.0] ,1.0 表示完全老化
|
||||
* 中心点颜色
|
||||
*/
|
||||
oldLevel: number;
|
||||
centerColor: cc.Color;
|
||||
|
||||
/**
|
||||
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
|
||||
*/
|
||||
certerPoint: cc.Vec2;
|
||||
|
||||
/**
|
||||
* 扩散半径 [0.0, 1.0]
|
||||
*/
|
||||
radius: number;
|
||||
}) {
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("oldLevel", param.oldLevel);
|
||||
// material.setProperty("centerColor", cc.v4(1.0, 1.0, 0.0, 1.0));
|
||||
material.setProperty(
|
||||
"centerColor",
|
||||
cc.v4(
|
||||
param.centerColor.getR() / 255,
|
||||
param.centerColor.getG() / 255,
|
||||
param.centerColor.getB() / 255,
|
||||
param.centerColor.getA() / 255
|
||||
)
|
||||
);
|
||||
material.setProperty("centerPoint", param.certerPoint);
|
||||
material.setProperty("radius", param.radius);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
});
|
||||
|
Loading…
Reference in New Issue
Block a user