初步支持单点扩散
This commit is contained in:
parent
f39e39e248
commit
6ac69a841a
@ -18,12 +18,29 @@ CCEffect %{
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# 老化程度
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oldLevel: {
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value: 1.0,
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# 扩散颜色
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centerColor: {
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value: [1.0, 1.0, 0.0, 1.0],
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inspector: {
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type: color,
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tooltip: "发光颜色"
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}
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}
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# 扩散起点坐标
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centerPoint: {
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value: [0.5, 0.5],
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inspector: {
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tooltip: "老化程度",
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range: [0.0, 1.0]
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tooltip: "扩散起点坐标"
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}
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}
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# 扩散半径
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radius: {
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value: 0.2,
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inspector: {
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tooltip: "扩散半径"
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}
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}
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}%
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@ -76,24 +93,45 @@ CCProgram fs %{
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uniform sampler2D texture;
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#endif
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#if USE_OLD_PHOTO
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uniform OldPhoto {
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// 老化程度
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float oldLevel;
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#if ENABLE_DIFFUSION
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uniform Diffusion {
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// 扩散颜色
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vec4 centerColor;
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// 扩散起点坐标
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vec2 centerPoint;
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// 扩展半径
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float radius;
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}
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/**
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* 获取老化颜色
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*
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* @param color 原始颜色
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*
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* @return 老化后的颜色
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* 添加某个扩散点后混合后的纹理颜色
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*/
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vec4 getOldPhotoColor(vec4 color) {
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float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;
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float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;
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float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;
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return vec4(r, g, b, color.a);
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vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
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// 计算当前 uv 到扩散起点的距离
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float dis = distance(v_uv0, centerPoint);
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// 第一步裁剪
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// 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
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float a = step(dis, radius);
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// // 第二步裁剪
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// // 本来透明的uv不要
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// a *= step(0.01, textureColor.a);
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// 加入从中心往外渐变的效果
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a *= 1.0 - (dis / radius);
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// 加点料,让中心点更加亮
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// a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
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// a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
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// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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vec4 diffusionColor = centerColor * a;
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// 混合颜色:在原始图像颜色上叠加扩散颜色
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return textureColor * textureColor.a + diffusionColor;
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}
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#endif
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@ -111,12 +149,14 @@ CCProgram fs %{
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ALPHA_TEST(o);
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#if USE_OLD_PHOTO
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vec4 srcColor = o;
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vec4 oldColor = getOldPhotoColor(srcColor);
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o = srcColor + (oldColor - srcColor) * oldLevel;
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#endif
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gl_FragColor = o;
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#if ENABLE_DIFFUSION
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gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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#endif
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}
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}%
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@ -5,11 +5,11 @@
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{
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"glsl1": {
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"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",
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"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"
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"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"
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},
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"glsl3": {
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"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",
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"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"
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"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"
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}
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}
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],
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@ -8,7 +8,9 @@
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},
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"_defines": {
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"USE_TEXTURE": true,
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"USE_OLD_PHOTO": true
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"ENABLE_DIFFUSION": true
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},
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"_props": {}
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"_props": {
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"radius": 0.2
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}
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}
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@ -78,10 +78,10 @@
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"_active": true,
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"_components": [
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{
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"__id__": 45
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"__id__": 46
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},
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{
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"__id__": 46
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"__id__": 47
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}
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],
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"_prefab": null,
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@ -171,7 +171,7 @@
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"array": [
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418.2902700278839,
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351.60631393648214,
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0,
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0,
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0,
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@ -251,7 +251,7 @@
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"_active": true,
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"_components": [
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{
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"__id__": 44
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"__id__": 45
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}
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],
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"_prefab": null,
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@ -1331,25 +1331,25 @@
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"__id__": 32
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},
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"__id__": 34
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{
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"__id__": 39
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},
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{
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}
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],
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"_active": true,
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"_components": [
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}
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],
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"_prefab": null,
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@ -1506,6 +1506,9 @@
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"_components": [
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{
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},
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{
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}
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],
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"_prefab": null,
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@ -1588,6 +1591,16 @@
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"_atlas": null,
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"_id": "74+WCqN01NIbcSpr5gcxmE"
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},
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{
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"__type__": "ababaxBpzZMv60DJIli3Qbn",
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 32
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},
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"_enabled": true,
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"_id": "deEKANKq9HW4KcsK/CN+56"
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},
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{
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"__type__": "cc.Node",
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"_name": "ball_1",
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@ -1599,7 +1612,7 @@
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"_active": true,
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"_components": [
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{
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"__id__": 35
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"__id__": 36
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}
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],
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"_prefab": null,
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@ -1655,7 +1668,7 @@
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 34
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"__id__": 35
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},
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"_enabled": true,
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"_materials": [
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@ -1693,7 +1706,7 @@
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"_active": true,
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"_components": [
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{
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"__id__": 37
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"__id__": 38
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}
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],
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"_prefab": null,
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@ -1749,7 +1762,7 @@
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 36
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"__id__": 37
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},
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"_enabled": true,
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"_materials": [
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@ -1787,7 +1800,7 @@
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"_active": true,
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"_components": [
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{
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"__id__": 39
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"__id__": 40
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}
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],
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"_prefab": null,
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@ -1843,7 +1856,7 @@
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 38
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"__id__": 39
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},
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"_enabled": true,
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"_materials": [
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@ -1879,7 +1892,7 @@
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"_active": true,
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"_components": [
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{
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"__id__": 41
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"__id__": 42
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}
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],
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"_prefab": null,
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@ -1935,7 +1948,7 @@
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"_name": "",
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"_objFlags": 0,
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"node": {
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"__id__": 40
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"__id__": 41
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},
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"_enabled": true,
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"_materials": [
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76
assets/scripts/LocalDiffusionCtrl.ts
Normal file
76
assets/scripts/LocalDiffusionCtrl.ts
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class LocalDiffusionCtrl extends cc.Component {
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private color: cc.Color = cc.Color.RED;
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onEnable() {
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this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.on(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
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this.node.on(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
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}
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onDisable() {
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this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.off(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
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this.node.off(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
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}
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private _onTouchStart(event: cc.Event.EventTouch) {
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this._onTouchMove(event);
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}
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private _onTouchMove(event: cc.Event.EventTouch) {
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let touchPointInWorldSpace = event.getLocation();
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let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
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// 将触摸点转换为OPENGL坐标系并归一化
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let normalizePos = cc.v2(
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this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
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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