Merge branch 'release/0.5.0'
This commit is contained in:
commit
70a3b95f10
@ -1,5 +1,9 @@
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# ChangeLog
|
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|
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## 0.5.0 (2020-01-13)
|
||||
|
||||
- 加入扫光特效
|
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|
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## 0.4.0 (2020-01-12)
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|
||||
- 加入点光特效
|
||||
|
@ -1,6 +1,6 @@
|
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# Cocos Creator Shader Effect Demo
|
||||
|
||||
[![](https://img.shields.io/badge/Release-0.3.0-green.svg)](CHANGELOG.md)
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[![](https://img.shields.io/badge/Release-0.5.0-green.svg)](CHANGELOG.md)
|
||||
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
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||||
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
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|
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@ -26,6 +26,9 @@
|
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|
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## 三、特效预览
|
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|
||||
### 扫光(实现原理,可能在编写中,催更可到底部扫码,支持急件~🤣)(2020.01.13更新)
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|
||||
![](static/effects/2d-sprite-flash-light.gif)
|
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|
||||
### 点光(实现原理,可能在编写中,催更可到底部扫码,支持急件~🤣)(2020.01.12更新)
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|
||||
@ -63,7 +66,6 @@
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||||
## 四、TODO
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* [ ] 图像模糊
|
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* [ ] 闪光
|
||||
* [ ] 波浪
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* [ ] 雨滴
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* [ ] ...
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|
235
assets/effects/sprite-flash-light.effect
Normal file
235
assets/effects/sprite-flash-light.effect
Normal file
@ -0,0 +1,235 @@
|
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
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// 闪光(光速扫过)
|
||||
// 原理(和点光的很类似):
|
||||
// 1. 画光束
|
||||
// 2. 圆心中间高亮(透明度=1.0),边缘不亮(透明度=0.0)
|
||||
// 3. 在原图像上方叠加光束
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||||
|
||||
CCEffect %{
|
||||
techniques:
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||||
- passes:
|
||||
- vert: vs
|
||||
frag: fs
|
||||
blendState:
|
||||
targets:
|
||||
- blend: true
|
||||
rasterizerState:
|
||||
cullMode: none
|
||||
properties:
|
||||
texture: { value: white }
|
||||
alphaThreshold: { value: 0.5 }
|
||||
|
||||
# 光束颜色
|
||||
lightColor: {
|
||||
value: [1.0, 1.0, 0.0, 1.0],
|
||||
inspector: {
|
||||
type: color,
|
||||
tooltip: "光束颜色"
|
||||
}
|
||||
}
|
||||
|
||||
# 光束中心点坐标
|
||||
lightCenterPoint: {
|
||||
value: [0.2, 0.2],
|
||||
inspector: {
|
||||
tooltip: "光束中心点坐标"
|
||||
}
|
||||
}
|
||||
|
||||
# 光束倾斜角度
|
||||
lightAngle: {
|
||||
value: 36.0,
|
||||
inspctor: {
|
||||
tooltip: "光束倾斜角度",
|
||||
range: [0.0, 1.0],
|
||||
}
|
||||
}
|
||||
|
||||
# 光束宽度
|
||||
lightWidth: {
|
||||
value: 0.2,
|
||||
inspector: {
|
||||
tooltip: "光束宽度"
|
||||
}
|
||||
}
|
||||
|
||||
# 启用光束渐变
|
||||
enableGradient: {
|
||||
value: 1.0,
|
||||
inspecator: {
|
||||
tooltip: "是否启用光束渐变。0:不启用,非0:启用"
|
||||
}
|
||||
}
|
||||
|
||||
# 裁剪掉透明区域上的光
|
||||
cropAlpha: {
|
||||
value: 1.0,
|
||||
inspecator: {
|
||||
tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用"
|
||||
}
|
||||
}
|
||||
|
||||
# 是否启用迷雾效果
|
||||
enableFog: {
|
||||
value: 0.0,
|
||||
inspecator: {
|
||||
tooltip: "是否启用迷雾效果。0:不启用,非0:启用"
|
||||
}
|
||||
}
|
||||
}%
|
||||
|
||||
|
||||
CCProgram vs %{
|
||||
precision highp float;
|
||||
|
||||
#include <cc-global>
|
||||
#include <cc-local>
|
||||
|
||||
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 <alpha-test>
|
||||
|
||||
in vec4 v_color;
|
||||
|
||||
#if USE_TEXTURE
|
||||
in vec2 v_uv0;
|
||||
uniform sampler2D texture;
|
||||
#endif
|
||||
|
||||
#if ENABLE_LIGHT
|
||||
uniform Light {
|
||||
// 光束颜色
|
||||
vec4 lightColor;
|
||||
|
||||
// 光束中心点坐标
|
||||
vec2 lightCenterPoint;
|
||||
|
||||
// 光束倾斜角度
|
||||
float lightAngle;
|
||||
|
||||
// 光束宽度
|
||||
float lightWidth;
|
||||
|
||||
// 启用光束渐变
|
||||
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||
float enableGradient;
|
||||
|
||||
// 裁剪掉透明区域上的光
|
||||
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||
float cropAlpha;
|
||||
|
||||
// 是否启用迷雾效果
|
||||
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||
float enableFog;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加光束颜色
|
||||
*/
|
||||
vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {
|
||||
// 边界值处理,没有宽度就返回原始颜色
|
||||
if (lightWidth <= 0.0) {
|
||||
return textureColor;
|
||||
}
|
||||
|
||||
// 计算当前 uv 到 光束 的距离
|
||||
float angleInRadians = radians(lightAngle);
|
||||
|
||||
// 角度0与非0不同处理
|
||||
float dis = 0.0;
|
||||
if (mod(lightAngle, 180.0) != 0.0) {
|
||||
// 计算光束中心线下方与X轴交点的X坐标
|
||||
// 1.0 - lightCenterPoint.y 是将转换为OpenGL坐标系,下文的 1.0 - y 类似
|
||||
float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));
|
||||
|
||||
// 以当前点画一条平行于X轴的线,假设此线和光束中心线相交的点为D点
|
||||
// 那么
|
||||
// D.y = uv0.y
|
||||
// D.x = lightOffsetX + D.y / tan(angle)
|
||||
float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);
|
||||
|
||||
// D 到当前 uv0 的距离就是
|
||||
// dis = |uv0.x - D.x|
|
||||
float offsetDis = abs(v_uv0.x - dx);
|
||||
|
||||
// 当前点到光束中心线的的垂直距离就好算了
|
||||
dis = sin(angleInRadians) * offsetDis;
|
||||
} else {
|
||||
dis = abs(v_uv0.y - lightCenterPoint.y);
|
||||
}
|
||||
|
||||
float a = 1.0 ;
|
||||
// 裁剪掉透明区域上的点光
|
||||
if (bool(cropAlpha)) {
|
||||
a *= step(0.01, textureColor.a);
|
||||
}
|
||||
|
||||
// 裁剪掉光束范围外的uv(迷雾效果)
|
||||
if (!bool(enableFog)) {
|
||||
a *= step(dis, lightWidth * 0.5);
|
||||
}
|
||||
|
||||
// 加入从中心往外渐变的效果
|
||||
if (bool(enableGradient)) {
|
||||
a *= 1.0 - dis / (lightWidth * 0.5);
|
||||
}
|
||||
|
||||
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
|
||||
vec4 finalLightColor = lightColor * a;
|
||||
|
||||
// 混合颜色:在原始图像颜色上叠加扩散颜色
|
||||
return textureColor * textureColor.a + finalLightColor;
|
||||
}
|
||||
#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 ENABLE_LIGHT
|
||||
gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);
|
||||
#endif
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-flash-light.effect.meta
Normal file
17
assets/effects/sprite-flash-light.effect.meta
Normal file
@ -0,0 +1,17 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 ENABLE_LIGHT\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\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_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\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 ENABLE_LIGHT\nuniform Light {\n\n vec4 lightColor;\n\n vec2 lightCenterPoint;\n\n float lightAngle;\n\n float lightWidth;\n\n float enableGradient;\n\n float cropAlpha;\n\n float enableFog;\n}\n\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\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_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}\n"
|
||||
}
|
||||
}
|
||||
],
|
||||
"subMetas": {}
|
||||
}
|
@ -116,7 +116,7 @@ CCProgram fs %{
|
||||
/**
|
||||
* 添加某个扩散点后混合后的纹理颜色
|
||||
*/
|
||||
vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
|
||||
vec4 addLightColor(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);
|
||||
|
||||
@ -135,10 +135,6 @@ CCProgram fs %{
|
||||
// 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;
|
||||
|
||||
@ -164,7 +160,7 @@ CCProgram fs %{
|
||||
gl_FragColor = o;
|
||||
|
||||
#if ENABLE_DIFFUSION
|
||||
gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
|
||||
gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);
|
||||
#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 ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform bool cropAlpha;\nuniform bool enableFog;\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 = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\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 #endif\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;\nuniform bool cropAlpha;\nuniform bool enableFog;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\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 = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\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 ENABLE_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n\n bool cropAlpha;\n\n bool enableFog;\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 = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\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 #endif\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 bool cropAlpha;\n\n bool enableFog;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\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 = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\n"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
24
assets/materials/sprite-flash-light.mtl
Normal file
24
assets/materials/sprite-flash-light.mtl
Normal file
@ -0,0 +1,24 @@
|
||||
{
|
||||
"__type__": "cc.Material",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_effectAsset": {
|
||||
"__uuid__": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6"
|
||||
},
|
||||
"_defines": {
|
||||
"USE_TEXTURE": true,
|
||||
"ENABLE_LIGHT": true
|
||||
},
|
||||
"_props": {
|
||||
"lightColor": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 245,
|
||||
"b": 0,
|
||||
"a": 255
|
||||
},
|
||||
"lightAngle": 36,
|
||||
"lightWidth": 0.2
|
||||
}
|
||||
}
|
6
assets/materials/sprite-flash-light.mtl.meta
Normal file
6
assets/materials/sprite-flash-light.mtl.meta
Normal file
@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "43a22f18-72fc-4399-b5ae-8305705861f4",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
7640
assets/scenes/FlashLightEffectScene.fire
Executable file
7640
assets/scenes/FlashLightEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/FlashLightEffectScene.fire.meta
Normal file
7
assets/scenes/FlashLightEffectScene.fire.meta
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
97
assets/scripts/FlashLightCtrlComponent.ts
Normal file
97
assets/scripts/FlashLightCtrlComponent.ts
Normal file
@ -0,0 +1,97 @@
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class FlashLightCtrlComponent extends cc.Component {
|
||||
private _flashLightUBO: FlashLightUBO = new FlashLightUBO();
|
||||
|
||||
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("on_property_change", this._onPropertyChange, 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("on_property_change", this._onPropertyChange, 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
|
||||
// OpenGl 坐标系原点在左上角
|
||||
this._flashLightUBO.lightCenterPoint = cc.v2(
|
||||
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
|
||||
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
|
||||
);
|
||||
|
||||
this._updateMaterial();
|
||||
}
|
||||
|
||||
private _onPropertyChange(localDiffusionUniform: FlashLightUBO) {
|
||||
this._flashLightUBO.lightColor = localDiffusionUniform.lightColor;
|
||||
this._flashLightUBO.lightAngle = localDiffusionUniform.lightAngle;
|
||||
this._flashLightUBO.lightWidth = localDiffusionUniform.lightWidth;
|
||||
this._flashLightUBO.enableGradient = localDiffusionUniform.enableGradient;
|
||||
this._flashLightUBO.cropAlpha = localDiffusionUniform.cropAlpha;
|
||||
this._flashLightUBO.enableFog = localDiffusionUniform.enableFog;
|
||||
this._updateMaterial();
|
||||
}
|
||||
|
||||
private _updateMaterial() {
|
||||
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("lightColor", this._flashLightUBO.lightColor);
|
||||
material.setProperty("lightCenterPoint", this._flashLightUBO.lightCenterPoint);
|
||||
material.setProperty("lightAngle", this._flashLightUBO.lightAngle);
|
||||
material.setProperty("lightWidth", this._flashLightUBO.lightWidth);
|
||||
material.setProperty("enableGradient", this._flashLightUBO.enableGradient);
|
||||
material.setProperty("cropAlpha", this._flashLightUBO.cropAlpha);
|
||||
material.setProperty("enableFog", this._flashLightUBO.enableFog);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export class FlashLightUBO {
|
||||
/**
|
||||
* 中心点颜色
|
||||
*/
|
||||
lightColor: cc.Color = cc.Color.YELLOW;
|
||||
|
||||
/**
|
||||
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
|
||||
*/
|
||||
lightCenterPoint: cc.Vec2 = cc.v2(0.5, 0.5);
|
||||
|
||||
/**
|
||||
* 光束角度 [0.0, 180.0]
|
||||
*/
|
||||
lightAngle: number = 45;
|
||||
|
||||
/**
|
||||
* 光束宽度 [0.0, +∞]
|
||||
*/
|
||||
lightWidth: number = 0.5;
|
||||
|
||||
/**
|
||||
* 是否启用光束渐变
|
||||
*/
|
||||
enableGradient: boolean = true;
|
||||
|
||||
/**
|
||||
* 是否裁剪掉透明区域上的点光
|
||||
*/
|
||||
cropAlpha: boolean = true;
|
||||
|
||||
/**
|
||||
* 是否开启战争迷雾效果
|
||||
*/
|
||||
enableFog: boolean = false;
|
||||
}
|
9
assets/scripts/FlashLightCtrlComponent.ts.meta
Normal file
9
assets/scripts/FlashLightCtrlComponent.ts.meta
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "3edca38f-0f12-489f-847a-0d89d9e55c6c",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
111
assets/scripts/FlashLightEffectScene.ts
Normal file
111
assets/scripts/FlashLightEffectScene.ts
Normal file
@ -0,0 +1,111 @@
|
||||
import FlashLightCtrlComponent, { FlashLightUBO } from "./FlashLightCtrlComponent";
|
||||
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class FlashLightEffectScene extends cc.Component {
|
||||
private _redSlider: cc.Slider = null;
|
||||
private _redSliderLabel: cc.Label = null;
|
||||
private _greenSlider: cc.Slider = null;
|
||||
private _greenSliderLabel: cc.Label = null;
|
||||
private _blueSlider: cc.Slider = null;
|
||||
private _blueSliderLabel: cc.Label = null;
|
||||
private _alphaSlider: cc.Slider = null;
|
||||
private _alphaSliderLabel: cc.Label = null;
|
||||
private _lightWidthSlider: cc.Slider = null;
|
||||
private _lightWidthSliderLabel: cc.Label = null;
|
||||
private _lightAngleSlider: cc.Slider = null;
|
||||
private _lightAngleSliderLabel: cc.Label = null;
|
||||
|
||||
private _enableGradientToggle: cc.Toggle = null;
|
||||
private _cropAlphaToggle: cc.Toggle = null;
|
||||
private _enableFogToggle: cc.Toggle = null;
|
||||
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
onLoad() {
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
|
||||
this._redSlider = cc.find("Canvas/Content/Controller/ColorRedSlider/Slider").getComponent(cc.Slider);
|
||||
this._redSliderLabel = cc.find("Canvas/Content/Controller/ColorRedSlider/ValueLabel").getComponent(cc.Label);
|
||||
this._greenSlider = cc.find("Canvas/Content/Controller/ColorGreenSlider/Slider").getComponent(cc.Slider);
|
||||
this._greenSliderLabel = cc.find("Canvas/Content/Controller/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
|
||||
this._blueSlider = cc.find("Canvas/Content/Controller/ColorBlueSlider/Slider").getComponent(cc.Slider);
|
||||
this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
|
||||
this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
|
||||
this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
|
||||
this._lightWidthSlider = cc.find("Canvas/Content/Controller/LightWidthSlider/Slider").getComponent(cc.Slider);
|
||||
this._lightWidthSliderLabel = cc.find("Canvas/Content/Controller/LightWidthSlider/ValueLabel").getComponent(cc.Label);
|
||||
this._lightAngleSlider = cc.find("Canvas/Content/Controller/LightAngleSlider/Slider").getComponent(cc.Slider);
|
||||
this._lightAngleSliderLabel = cc.find("Canvas/Content/Controller/LightAngleSlider/ValueLabel").getComponent(cc.Label);
|
||||
|
||||
this._enableGradientToggle = cc.find("Canvas/Content/Controller/EnableGradientToggle/Toggle").getComponent(cc.Toggle);
|
||||
this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
|
||||
this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
|
||||
|
||||
// 代码添加控制脚本
|
||||
this._examplesParentNode = cc.find("Canvas/Content/Examples");
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.addComponent(FlashLightCtrlComponent);
|
||||
});
|
||||
}
|
||||
|
||||
onEnable() {
|
||||
this._redSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._greenSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._blueSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._lightWidthSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._lightAngleSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
|
||||
this._enableGradientToggle.node.on("toggle", this._onPropertyChanged, this);
|
||||
this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
|
||||
this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
|
||||
}
|
||||
|
||||
onDisable() {
|
||||
this._redSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._greenSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._blueSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._lightWidthSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._lightAngleSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
|
||||
this._enableGradientToggle.node.off("toggle", this._onPropertyChanged, this);
|
||||
this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
|
||||
this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
|
||||
}
|
||||
|
||||
start() {
|
||||
this._onPropertyChanged();
|
||||
}
|
||||
|
||||
private _onPropertyChanged() {
|
||||
// 更新进度条值 Label 文本
|
||||
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
|
||||
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
|
||||
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
|
||||
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
|
||||
this._lightWidthSliderLabel.string = `${this._lightWidthSlider.progress.toFixed(2)}`;
|
||||
|
||||
let angle = 180 * this._lightAngleSlider.progress;
|
||||
this._lightAngleSliderLabel.string = `${this._lightAngleSlider.progress.toFixed(2)} | ${angle.toFixed(2)}`;
|
||||
|
||||
// 通知子节点更新材质
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.emit("on_property_change", <FlashLightUBO>{
|
||||
lightColor: cc.color(
|
||||
Math.round(255 * this._redSlider.progress),
|
||||
Math.round(255 * this._greenSlider.progress),
|
||||
Math.round(255 * this._blueSlider.progress),
|
||||
Math.round(255 * this._alphaSlider.progress)
|
||||
),
|
||||
lightAngle: angle,
|
||||
lightWidth: this._lightWidthSlider.progress,
|
||||
enableGradient: this._enableGradientToggle.isChecked,
|
||||
cropAlpha: this._cropAlphaToggle.isChecked,
|
||||
enableFog: this._enableFogToggle.isChecked
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/FlashLightEffectScene.ts.meta
Normal file
9
assets/scripts/FlashLightEffectScene.ts.meta
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "6d3aff77-2683-4417-8960-2a5fd5d0757c",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
@ -2,7 +2,7 @@ const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class PointLightCtrlComponent extends cc.Component {
|
||||
private _localDiffusionUniform: PointLightUniform = new PointLightUniform();
|
||||
private _pointLightUBO: PointLightUBO = new PointLightUBO();
|
||||
|
||||
onEnable() {
|
||||
this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
|
||||
@ -26,7 +26,7 @@ export default class PointLightCtrlComponent extends cc.Component {
|
||||
|
||||
// 将触摸点转换为OPENGL坐标系并归一化
|
||||
// OpenGl 坐标系原点在左上角
|
||||
this._localDiffusionUniform.certerPoint = cc.v2(
|
||||
this._pointLightUBO.centerPoint = cc.v2(
|
||||
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
|
||||
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
|
||||
);
|
||||
@ -34,28 +34,28 @@ export default class PointLightCtrlComponent extends cc.Component {
|
||||
this._updateMaterial();
|
||||
}
|
||||
|
||||
private _onPropertyChange(localDiffusionUniform: PointLightUniform) {
|
||||
this._localDiffusionUniform.centerColor = localDiffusionUniform.centerColor;
|
||||
this._localDiffusionUniform.radius = localDiffusionUniform.radius;
|
||||
this._localDiffusionUniform.cropAlpha = localDiffusionUniform.cropAlpha;
|
||||
this._localDiffusionUniform.enableFog = localDiffusionUniform.enableFog;
|
||||
private _onPropertyChange(pointLightUBO: PointLightUBO) {
|
||||
this._pointLightUBO.centerColor = pointLightUBO.centerColor;
|
||||
this._pointLightUBO.radius = pointLightUBO.radius;
|
||||
this._pointLightUBO.cropAlpha = pointLightUBO.cropAlpha;
|
||||
this._pointLightUBO.enableFog = pointLightUBO.enableFog;
|
||||
this._updateMaterial();
|
||||
}
|
||||
|
||||
private _updateMaterial() {
|
||||
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("centerColor", this._localDiffusionUniform.centerColor);
|
||||
material.setProperty("centerPoint", this._localDiffusionUniform.certerPoint);
|
||||
material.setProperty("radius", this._localDiffusionUniform.radius);
|
||||
material.setProperty("cropAlpha", this._localDiffusionUniform.cropAlpha);
|
||||
material.setProperty("enableFog", this._localDiffusionUniform.enableFog);
|
||||
material.setProperty("centerColor", this._pointLightUBO.centerColor);
|
||||
material.setProperty("centerPoint", this._pointLightUBO.centerPoint);
|
||||
material.setProperty("radius", this._pointLightUBO.radius);
|
||||
material.setProperty("cropAlpha", this._pointLightUBO.cropAlpha);
|
||||
material.setProperty("enableFog", this._pointLightUBO.enableFog);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export class PointLightUniform {
|
||||
export class PointLightUBO {
|
||||
/**
|
||||
* 中心点颜色
|
||||
*/
|
||||
@ -64,7 +64,7 @@ export class PointLightUniform {
|
||||
/**
|
||||
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
|
||||
*/
|
||||
certerPoint: cc.Vec2 = cc.v2(0.5, 0.5);
|
||||
centerPoint: cc.Vec2 = cc.v2(0.5, 0.5);
|
||||
|
||||
/**
|
||||
* 扩散半径 [0.0, 1.0]
|
||||
|
@ -1,4 +1,4 @@
|
||||
import PointLightCtrlComponent, { PointLightUniform } from "./PointLightCtrlComponent";
|
||||
import PointLightCtrlComponent, { PointLightUBO } from "./PointLightCtrlComponent";
|
||||
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ -78,7 +78,7 @@ export default class PointLightEffectScene extends cc.Component {
|
||||
|
||||
// 通知子节点更新材质
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.emit("on_property_change", <PointLightUniform>{
|
||||
childNode.emit("on_property_change", <PointLightUBO>{
|
||||
centerColor: cc.color(
|
||||
Math.round(255 * this._redSlider.progress),
|
||||
Math.round(255 * this._greenSlider.progress),
|
||||
|
BIN
static/effects/2d-sprite-flash-light.gif
Normal file
BIN
static/effects/2d-sprite-flash-light.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 MiB |
Loading…
Reference in New Issue
Block a user