完善闪光效果

This commit is contained in:
caizhitao
2020-01-13 17:42:53 +08:00
parent c95329e7ab
commit acf72e0e4f
6 changed files with 1585 additions and 157 deletions

View File

@@ -37,7 +37,7 @@ CCEffect %{
}
# 光束倾斜角度
lightAngle: {
valu: 45.0,
value: 36.0,
inspctor: {
tooltip: "光束倾斜角度",
range: [0.0, 1.0],
@@ -46,19 +46,35 @@ CCEffect %{
# 光束宽度
lightWidth: {
value: 0.4,
value: 0.2,
inspector: {
tooltip: "光束宽度"
}
}
# 启用光束渐变
enablGradient: {
value: 0,
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"
}
}
}%
@@ -124,49 +140,70 @@ CCProgram fs %{
float lightWidth;
// 启用光束渐变
float enablGradient;
// 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
// ps编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
bool cropAlpha;
// 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,因此没在 CCEffect 中定义
bool enableFog;
// 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, vec2 lightCenterPoint, float radius, vec4 lightColor) {
// // 计算当前 uv 到 光束 的距离
// float dis = distance(v_uv0, lightCenterPoint);
/**
* 添加光束颜色
*/
vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {
// 计算当前 uv 到 光束 的距离
float angleInRadians = radians(lightAngle);
// float a = 1.0 ;
// 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));
// // 裁剪掉透明区域上的点光
// if (cropAlpha) {
// a *= step(0.01, textureColor.a);
// }
// 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);
// // 裁剪掉扩散范围外的uv迷雾效果
// if (!enableFog) {
// a *= step(dis, radius);
// }
// D 到当前 uv0 的距离就是
// dis = |uv0.x - D.x|
float offsetDis = abs(v_uv0.x - dx);
// // 加入从中心往外渐变的效果
// a *= 1.0 - (dis / radius);
// 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);
}
// // 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;
// 裁剪掉光束范围外的uv迷雾效果
if (!bool(enableFog)) {
a *= step(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 diffusionColor = lightColor * a;
// 加入从中心往外渐变的效果
if (bool(enableGradient)) {
a *= 1.0 - dis / (lightWidth * 0.5);
}
// // 混合颜色:在原始图像颜色上叠加扩散颜色
// return textureColor * textureColor.a + diffusionColor;
// }
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色
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 () {
@@ -186,7 +223,7 @@ CCProgram fs %{
gl_FragColor = o;
#if ENABLE_DIFFUSION
// gl_FragColor = addLightColor(gl_FragColor, lightCenterPoint, radius, lightColor);
gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);
#endif
}
}%

View File

@@ -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\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\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 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 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_DIFFUSION\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_DIFFUSION\nuniform Light {\n\n vec4 lightColor;\n\n vec2 lightCenterPoint;\n\n float lightAngle;\n\n float lightWidth;\n\n float enablGradient;\n\n bool cropAlpha;\n\n bool enableFog;\n}\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\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 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 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_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}\n"
}
}
],