diff --git a/assets/effects/sprite-local-diffusion.effect b/assets/effects/sprite-local-diffusion.effect index 3227a0d..93550c5 100644 --- a/assets/effects/sprite-local-diffusion.effect +++ b/assets/effects/sprite-local-diffusion.effect @@ -105,8 +105,12 @@ CCProgram fs %{ float radius; // 裁剪掉透明区域上的点光 - // ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义 cropAlpha - bool cropAlpha; + // ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义 + bool cropAlpha; + + // 是否启用迷雾效果 + // ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义 + bool enableFog; } /** @@ -118,13 +122,15 @@ CCProgram fs %{ float a = 1.0 ; - // 裁剪掉透明区域上的点光 + // 裁剪掉透明区域上的点光 if (cropAlpha) { a *= step(0.01, textureColor.a); } - // 裁剪掉扩散范围外的uv - // a *= step(dis, radius); + // 裁剪掉扩散范围外的uv(迷雾效果) + if (!enableFog) { + a *= step(dis, radius); + } // 加入从中心往外渐变的效果 a *= 1.0 - (dis / radius); diff --git a/assets/effects/sprite-local-diffusion.effect.meta b/assets/effects/sprite-local-diffusion.effect.meta index 8a4663c..43ee7b3 100644 --- a/assets/effects/sprite-local-diffusion.effect.meta +++ b/assets/effects/sprite-local-diffusion.effect.meta @@ -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;\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 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 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" }, "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\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 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 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" } } ], diff --git a/assets/scenes/LocalDiffusionEffectScene.fire b/assets/scenes/LocalDiffusionEffectScene.fire index aa7b2b6..78eb6aa 100755 --- a/assets/scenes/LocalDiffusionEffectScene.fire +++ b/assets/scenes/LocalDiffusionEffectScene.fire @@ -78,10 +78,10 @@ "_active": true, "_components": [ { - "__id__": 125 + "__id__": 137 }, { - "__id__": 126 + "__id__": 138 } ], "_prefab": null, @@ -171,7 +171,7 @@ "array": [ 0, 0, - 492.7684547533456, + 491.0364039457767, 0, 0, 0, @@ -245,13 +245,13 @@ "__id__": 9 }, { - "__id__": 109 + "__id__": 121 } ], "_active": true, "_components": [ { - "__id__": 124 + "__id__": 136 } ], "_prefab": null, @@ -451,15 +451,18 @@ }, { "__id__": 95 + }, + { + "__id__": 107 } ], "_active": true, "_components": [ { - "__id__": 107 + "__id__": 119 }, { - "__id__": 108 + "__id__": 120 } ], "_prefab": null, @@ -474,7 +477,7 @@ "_contentSize": { "__type__": "cc.Size", "width": 576, - "height": 540 + "height": 480 }, "_anchorPoint": { "__type__": "cc.Vec2", @@ -1319,7 +1322,7 @@ "ctor": "Float64Array", "array": [ 0, - -126, + -100, 0, 0, 0, @@ -2080,7 +2083,7 @@ "ctor": "Float64Array", "array": [ 0, - -222, + -170, 0, 0, 0, @@ -2841,7 +2844,7 @@ "ctor": "Float64Array", "array": [ 0, - -318, + -240, 0, 0, 0, @@ -3602,7 +3605,7 @@ "ctor": "Float64Array", "array": [ 0, - -414, + -310, 0, 0, 0, @@ -4360,7 +4363,7 @@ "ctor": "Float64Array", "array": [ 0, - -510, + -380, 0, 0, 0, @@ -4898,6 +4901,589 @@ "_originalHeight": 0, "_id": "efiFYhAgxFpY9khUf6wQ/S" }, + { + "__type__": "cc.Node", + "_name": "EnableFogToggle", + "_objFlags": 0, + "_parent": { + "__id__": 9 + }, + "_children": [ + { + "__id__": 108 + }, + { + "__id__": 111 + } + ], + "_active": true, + "_components": [ + { + "__id__": 118 + } + ], + "_prefab": null, + "_opacity": 255, + "_color": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 255, + "a": 255 + }, + "_contentSize": { + "__type__": "cc.Size", + "width": 576, + "height": 60 + }, + "_anchorPoint": { + "__type__": "cc.Vec2", + "x": 0.5, + "y": 0.5 + }, + "_trs": { + "__type__": "TypedArray", + "ctor": "Float64Array", + "array": [ + 0, + -450, + 0, + 0, + 0, + 0, + 1, + 1, + 1, + 1 + ] + }, + "_eulerAngles": { + "__type__": "cc.Vec3", + "x": 0, + "y": 0, + "z": 0 + }, + "_skewX": 0, + "_skewY": 0, + "_is3DNode": false, + "_groupIndex": 0, + "groupIndex": 0, + "_id": "76vm3aJ6RBJJV/ObsptXAg" + }, + { + "__type__": "cc.Node", + "_name": "DescLabel", + "_objFlags": 0, + "_parent": { + "__id__": 107 + }, + "_children": [], + "_active": true, + "_components": [ + { + "__id__": 109 + }, + { + "__id__": 110 + } + ], + "_prefab": null, + "_opacity": 255, + "_color": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 255, + "a": 255 + }, + "_contentSize": { + "__type__": "cc.Size", + "width": 432, + "height": 40 + }, + "_anchorPoint": { + "__type__": "cc.Vec2", + "x": 1, + "y": 0.5 + }, + "_trs": { + "__type__": "TypedArray", + "ctor": "Float64Array", + "array": [ + 144, + 0, + 0, + 0, + 0, + 0, + 1, + 1, + 1, + 1 + ] + }, + "_eulerAngles": { + "__type__": "cc.Vec3", + "x": 0, + "y": 0, + "z": 0 + }, + "_skewX": 0, + "_skewY": 0, + "_is3DNode": false, + "_groupIndex": 0, + "groupIndex": 0, + "_id": "39faOmDqFEF45qoB99qGG8" + }, + { + "__type__": "cc.Label", + "_name": "SliderDescLabel