完善圆角裁剪
This commit is contained in:
parent
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commit
7380cf3292
@ -1,9 +1,7 @@
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 老照片特效
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// 原理:
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// r = 0.393 * r + 0.769 * g + 0.189 * b;
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// g = 0.349 * r + 0.686 * g + 0.168 * b;
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// b = 0.272 * r + 0.534 * g + 0.131 * b;
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// 圆角裁剪
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// 原理:https://www.cnblogs.com/jqm304775992/p/4987793.html
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// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
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CCEffect %{
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techniques:
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@ -18,12 +16,12 @@ 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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# 圆角半径
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roundCornerRadius: {
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value: 0.1,
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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: "圆角半径",
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range: [0.0, 0.5]
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}
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}
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}%
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@ -76,24 +74,10 @@ 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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}
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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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*/
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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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#if ENABLE_ROUNDCORNER
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uniform RoundCorner {
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// 圆角半径
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float roundCornerRadius;
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}
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#endif
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@ -111,11 +95,15 @@ 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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#if ENABLE_ROUNDCORNER
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vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
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float rx = abs(uv.x) - (0.5 - roundCornerRadius);
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float ry = abs(uv.y) - (0.5 - roundCornerRadius);
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float mx = step(0.5 - roundCornerRadius, abs(uv.x));
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float my = step(0.5 - roundCornerRadius, abs(uv.y));
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float radius = length(vec2(rx, ry));
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float a = 1.0 - mx * my * step(roundCornerRadius, radius) * smoothstep(0., roundCornerRadius * 0.01, radius - roundCornerRadius);
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o = vec4(o.rgb, o.a * a);
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#endif
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gl_FragColor = o;
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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_ROUNDCORNER\nuniform float roundCornerRadius;\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 ENABLE_ROUNDCORNER\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - roundCornerRadius);\n float ry = abs(uv.y) - (0.5 - roundCornerRadius);\n float mx = step(0.5 - roundCornerRadius, abs(uv.x));\n float my = step(0.5 - roundCornerRadius, abs(uv.y));\n float radius = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(roundCornerRadius, radius) * smoothstep(0., roundCornerRadius * 0.01, radius - roundCornerRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_ROUNDCORNER\nuniform RoundCorner {\n\n float roundCornerRadius;\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 ENABLE_ROUNDCORNER\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - roundCornerRadius);\n float ry = abs(uv.y) - (0.5 - roundCornerRadius);\n float mx = step(0.5 - roundCornerRadius, abs(uv.x));\n float my = step(0.5 - roundCornerRadius, abs(uv.y));\n float radius = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(roundCornerRadius, radius) * smoothstep(0., roundCornerRadius * 0.01, radius - roundCornerRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_ROUNDCORNER": true
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},
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"_props": {}
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"_props": {
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"roundCornerRadius": 0.1
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}
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}
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@ -78,10 +78,10 @@
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@ -251,7 +251,7 @@
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@ -646,8 +646,8 @@
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"_useOriginalSize": false,
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"_string": "老化程度:",
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"_N$string": "老化程度:",
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"_string": "圆角半径:",
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|
||||
@ -1749,7 +1846,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 36
|
||||
"__id__": 38
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1787,7 +1884,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 39
|
||||
"__id__": 41
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1814,7 +1911,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-513.2,
|
||||
-559.2,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1843,7 +1940,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 38
|
||||
"__id__": 40
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1879,7 +1976,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 41
|
||||
"__id__": 43
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1906,7 +2003,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-567.065,
|
||||
-613.065,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1935,7 +2032,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 40
|
||||
"__id__": 42
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -2000,7 +2097,7 @@
|
||||
"_layoutSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 384,
|
||||
"height": 583.73
|
||||
"height": 629.73
|
||||
},
|
||||
"_resize": 1,
|
||||
"_N$layoutType": 2,
|
||||
|
@ -8,6 +8,9 @@ export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
onLoad() {
|
||||
// 关闭动态合图
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
|
||||
this._roundCornerRadiuSlider = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/Slider").getComponent(cc.Slider);
|
||||
this._roundCornerRadiuLabel = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/ValueLabel").getComponent(cc.Label);
|
||||
|
||||
@ -29,31 +32,31 @@ export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
private _onSliderChanged() {
|
||||
this._roundCornerRadiuLabel.string = `${this._roundCornerRadiuSlider.progress.toFixed(2)}`;
|
||||
|
||||
// // 更新材质
|
||||
// this._updateRenderComponentMaterial({
|
||||
// oldLevel: this._roundCornerRadiuSlider.progress
|
||||
// });
|
||||
// 更新材质
|
||||
this._updateRenderComponentMaterial({
|
||||
roundCornerRadius: this._roundCornerRadiuSlider.progress
|
||||
});
|
||||
}
|
||||
|
||||
// /**
|
||||
// * 更新渲染组件的材质
|
||||
// *
|
||||
// * 1. 获取材质
|
||||
// * 2. 给材质的 unitform 变量赋值
|
||||
// * 3. 重新将材质赋值回去
|
||||
// */
|
||||
// private _updateRenderComponentMaterial(param: {
|
||||
// /**
|
||||
// * 老化程度 [0.0, 1.0] ,1.0 表示完全老化
|
||||
// */
|
||||
// oldLevel: number;
|
||||
// }) {
|
||||
// this._examplesParentNode.children.forEach(childNode => {
|
||||
// childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
// let material: cc.Material = renderComponent.getMaterial(0);
|
||||
// material.setProperty("oldLevel", param.oldLevel);
|
||||
// renderComponent.setMaterial(0, material);
|
||||
// });
|
||||
// });
|
||||
// }
|
||||
/**
|
||||
* 更新渲染组件的材质
|
||||
*
|
||||
* 1. 获取材质
|
||||
* 2. 给材质的 unitform 变量赋值
|
||||
* 3. 重新将材质赋值回去
|
||||
*/
|
||||
private _updateRenderComponentMaterial(param: {
|
||||
/**
|
||||
* 圆角半径 [0.0, 0.5] ,0.5 表示圆形裁剪
|
||||
*/
|
||||
roundCornerRadius: number;
|
||||
}) {
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("roundCornerRadius", param.roundCornerRadius);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
BIN
assets/textures/freedom.jpg
Normal file
BIN
assets/textures/freedom.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 160 KiB |
34
assets/textures/freedom.jpg.meta
Normal file
34
assets/textures/freedom.jpg.meta
Normal file
@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "caf42253-1569-497e-83da-2d1696f5866b",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"freedom": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "dbc8f785-d78b-4179-bfce-ffbf69396712",
|
||||
"rawTextureUuid": "caf42253-1569-497e-83da-2d1696f5866b",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 755,
|
||||
"height": 755,
|
||||
"rawWidth": 755,
|
||||
"rawHeight": 755,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user