加入迷雾控制
This commit is contained in:
parent
ba90b2170c
commit
9f28ef4305
@ -105,8 +105,12 @@ CCProgram fs %{
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float radius;
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// 裁剪掉透明区域上的点光
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// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义 cropAlpha
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bool cropAlpha;
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// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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bool cropAlpha;
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// 是否启用迷雾效果
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// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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bool enableFog;
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}
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/**
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@ -118,13 +122,15 @@ CCProgram fs %{
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float a = 1.0 ;
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// 裁剪掉透明区域上的点光
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// 裁剪掉透明区域上的点光
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if (cropAlpha) {
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a *= step(0.01, textureColor.a);
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}
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// 裁剪掉扩散范围外的uv
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// a *= step(dis, radius);
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// 裁剪掉扩散范围外的uv(迷雾效果)
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if (!enableFog) {
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a *= step(dis, radius);
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}
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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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@ -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 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"
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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;\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"
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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 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"
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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 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"
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}
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}
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@ -78,10 +78,10 @@
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||||
{
|
||||
"__id__": 121
|
||||
"__id__": 133
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -5577,7 +6163,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 120
|
||||
"__id__": 132
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -5609,7 +6195,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 109
|
||||
"__id__": 121
|
||||
},
|
||||
"_enabled": true,
|
||||
"alignMode": 1,
|
||||
@ -5636,7 +6222,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 109
|
||||
"__id__": 121
|
||||
},
|
||||
"_enabled": true,
|
||||
"_layoutSize": {
|
||||
|
@ -38,6 +38,7 @@ export default class LocalDiffusionCtrl extends cc.Component {
|
||||
this._localDiffusionUniform.centerColor = localDiffusionUniform.centerColor;
|
||||
this._localDiffusionUniform.radius = localDiffusionUniform.radius;
|
||||
this._localDiffusionUniform.cropAlpha = localDiffusionUniform.cropAlpha;
|
||||
this._localDiffusionUniform.enableFog = localDiffusionUniform.enableFog;
|
||||
this._updateMaterial();
|
||||
}
|
||||
|
||||
@ -48,6 +49,7 @@ export default class LocalDiffusionCtrl extends cc.Component {
|
||||
material.setProperty("centerPoint", this._localDiffusionUniform.certerPoint);
|
||||
material.setProperty("radius", this._localDiffusionUniform.radius);
|
||||
material.setProperty("cropAlpha", this._localDiffusionUniform.cropAlpha);
|
||||
material.setProperty("enableFog", this._localDiffusionUniform.enableFog);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
}
|
||||
@ -73,4 +75,9 @@ export class LocalDiffusionUniform {
|
||||
* 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;
|
||||
}
|
||||
|
@ -6,20 +6,17 @@ const { ccclass, property } = cc._decorator;
|
||||
export default class LocalDiffusionEffectScene 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 _radiuSlider: cc.Slider = null;
|
||||
private _radiuSliderLabel: cc.Label = null;
|
||||
|
||||
private _cropAlphaToggle: cc.Toggle = null;
|
||||
private _enableFogToggle: cc.Toggle = null;
|
||||
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
@ -28,20 +25,17 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
|
||||
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._radiuSlider = cc.find("Canvas/Content/Controller/RadiuSlider/Slider").getComponent(cc.Slider);
|
||||
this._radiuSliderLabel = cc.find("Canvas/Content/Controller/RadiuSlider/ValueLabel").getComponent(cc.Label);
|
||||
|
||||
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");
|
||||
@ -57,6 +51,7 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._radiuSlider.node.on("slide", this._onPropertyChanged, this);
|
||||
this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
|
||||
this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
|
||||
}
|
||||
|
||||
onDisable() {
|
||||
@ -66,6 +61,7 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._radiuSlider.node.off("slide", this._onPropertyChanged, this);
|
||||
this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
|
||||
this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
|
||||
}
|
||||
|
||||
start() {
|
||||
@ -90,7 +86,8 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
||||
Math.round(255 * this._alphaSlider.progress)
|
||||
),
|
||||
radius: this._radiuSlider.progress,
|
||||
cropAlpha: this._cropAlphaToggle.isChecked
|
||||
cropAlpha: this._cropAlphaToggle.isChecked,
|
||||
enableFog: this._enableFogToggle.isChecked
|
||||
});
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user