初始化闪光场景相关
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assets/effects/sprite-flash-light.effect
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assets/effects/sprite-flash-light.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 闪光(光速扫过)
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// 原理(和点光的很类似):
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// 1. 画光束
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// 2. 圆心中间高亮(透明度=1.0),边缘不亮(透明度=0.0)
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// 3. 在原图像上方叠加光束
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# 光束颜色
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lightColor: {
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value: [1.0, 1.0, 0.0, 1.0],
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inspector: {
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type: color,
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tooltip: "光束颜色"
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}
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}
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# 光束中心点坐标
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lightCenterPoint: {
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value: [0.2, 0.2],
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inspector: {
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tooltip: "光束中心点坐标"
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}
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}
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# 光束倾斜角度
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lightAngle: {
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valu: 45.0,
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inspctor: {
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tooltip: "光束倾斜角度",
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range: [0.0, 1.0],
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}
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}
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# 光束宽度
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lightWidth: {
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value: 0.4,
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inspector: {
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tooltip: "光束宽度"
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}
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}
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# 启用光束渐变
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enablGradient: {
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value: 0,
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inspecator: {
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tooltip: "是否启用光束渐变。0:不启用,非0:启用"
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}
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}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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#if ENABLE_DIFFUSION
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uniform Light {
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// 光束颜色
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vec4 lightColor;
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// 光束中心点坐标
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vec2 lightCenterPoint;
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// 光束倾斜角度
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float lightAngle;
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// 光束宽度
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float lightWidth;
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// 启用光束渐变
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float enablGradient;
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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
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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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// * 添加光束颜色
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// */
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// vec4 addLightColor(vec4 textureColor, vec2 lightCenterPoint, float radius, vec4 lightColor) {
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// // 计算当前 uv 到 光束 的距离
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// float dis = distance(v_uv0, lightCenterPoint);
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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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// 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(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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// // 加点料,让中心点更加亮
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// // a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
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// // a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
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// // 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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// vec4 diffusionColor = lightColor * a;
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// // 混合颜色:在原始图像颜色上叠加扩散颜色
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// return textureColor * textureColor.a + diffusionColor;
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// }
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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gl_FragColor = o;
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#if ENABLE_DIFFUSION
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// gl_FragColor = addLightColor(gl_FragColor, lightCenterPoint, radius, lightColor);
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#endif
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}
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}%
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assets/effects/sprite-flash-light.effect.meta
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assets/effects/sprite-flash-light.effect.meta
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{
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"ver": "1.0.23",
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"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
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"compiledShaders": [
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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\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"
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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 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"
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}
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}
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],
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"subMetas": {}
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}
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assets/materials/sprite-flash-light.mtl
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assets/materials/sprite-flash-light.mtl
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{
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"__type__": "cc.Material",
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"_name": "",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6"
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},
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"_defines": {
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"USE_TEXTURE": true,
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"ENABLE_DIFFUSION": true
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},
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"_props": {}
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}
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assets/materials/sprite-flash-light.mtl.meta
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assets/materials/sprite-flash-light.mtl.meta
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{
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"ver": "1.0.2",
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"uuid": "43a22f18-72fc-4399-b5ae-8305705861f4",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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assets/scenes/FlashLightEffectScene.fire
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assets/scenes/FlashLightEffectScene.fire
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assets/scenes/FlashLightEffectScene.fire.meta
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assets/scenes/FlashLightEffectScene.fire.meta
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{
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"ver": "1.2.5",
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"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
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"asyncLoadAssets": false,
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"autoReleaseAssets": false,
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"subMetas": {}
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}
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assets/scripts/FlashLightCtrlComponent.ts
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assets/scripts/FlashLightCtrlComponent.ts
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class FlashLightCtrlComponent extends cc.Component {
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private _flashLightUBO: FlashLightUBO = new FlashLightUBO();
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onEnable() {
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this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.on("on_property_change", this._onPropertyChange, this);
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}
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onDisable() {
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this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.off("on_property_change", this._onPropertyChange, this);
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}
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private _onTouchStart(event: cc.Event.EventTouch) {
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this._onTouchMove(event);
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}
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private _onTouchMove(event: cc.Event.EventTouch) {
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let touchPointInWorldSpace = event.getLocation();
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let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
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// 将触摸点转换为OPENGL坐标系并归一化
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// OpenGl 坐标系原点在左上角
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this._flashLightUBO.certerPoint = cc.v2(
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this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
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1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
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);
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this._updateMaterial();
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}
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private _onPropertyChange(localDiffusionUniform: FlashLightUBO) {
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this._flashLightUBO.centerColor = localDiffusionUniform.centerColor;
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this._flashLightUBO.radius = localDiffusionUniform.radius;
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this._flashLightUBO.cropAlpha = localDiffusionUniform.cropAlpha;
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this._flashLightUBO.enableFog = localDiffusionUniform.enableFog;
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this._updateMaterial();
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}
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private _updateMaterial() {
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this.getComponents(cc.RenderComponent).forEach(renderComponent => {
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let material: cc.Material = renderComponent.getMaterial(0);
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material.setProperty("centerColor", this._flashLightUBO.centerColor);
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material.setProperty("centerPoint", this._flashLightUBO.certerPoint);
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material.setProperty("radius", this._flashLightUBO.radius);
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material.setProperty("cropAlpha", this._flashLightUBO.cropAlpha);
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material.setProperty("enableFog", this._flashLightUBO.enableFog);
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renderComponent.setMaterial(0, material);
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});
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}
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}
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export class FlashLightUBO {
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/**
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* 中心点颜色
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*/
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centerColor: cc.Color = cc.Color.YELLOW;
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/**
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* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
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*/
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certerPoint: cc.Vec2 = cc.v2(0.5, 0.5);
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/**
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* 扩散半径 [0.0, 1.0]
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*/
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radius: number = 0.5;
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/**
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* 是否裁剪掉透明区域上的点光
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*/
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cropAlpha: boolean = true;
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/**
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* 是否开启战争迷雾效果
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*/
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enableFog: boolean = false;
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}
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assets/scripts/FlashLightCtrlComponent.ts.meta
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assets/scripts/FlashLightCtrlComponent.ts.meta
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{
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"ver": "1.0.5",
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"uuid": "3edca38f-0f12-489f-847a-0d89d9e55c6c",
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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"loadPluginInEditor": false,
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"subMetas": {}
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}
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assets/scripts/FlashLightEffectScene.ts
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assets/scripts/FlashLightEffectScene.ts
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import FlashLightCtrlComponent, { FlashLightUBO } from "./FlashLightCtrlComponent";
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class FlashLightEffectScene extends cc.Component {
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private _redSlider: cc.Slider = null;
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private _redSliderLabel: cc.Label = null;
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private _greenSlider: cc.Slider = null;
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private _greenSliderLabel: cc.Label = null;
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private _blueSlider: cc.Slider = null;
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private _blueSliderLabel: cc.Label = null;
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private _alphaSlider: cc.Slider = null;
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private _alphaSliderLabel: cc.Label = null;
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private _radiuSlider: cc.Slider = null;
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private _radiuSliderLabel: cc.Label = null;
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private _cropAlphaToggle: cc.Toggle = null;
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private _enableFogToggle: cc.Toggle = null;
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private _examplesParentNode: cc.Node = null;
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onLoad() {
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cc.dynamicAtlasManager.enabled = false;
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this._redSlider = cc.find("Canvas/Content/Controller/ColorRedSlider/Slider").getComponent(cc.Slider);
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this._redSliderLabel = cc.find("Canvas/Content/Controller/ColorRedSlider/ValueLabel").getComponent(cc.Label);
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this._greenSlider = cc.find("Canvas/Content/Controller/ColorGreenSlider/Slider").getComponent(cc.Slider);
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this._greenSliderLabel = cc.find("Canvas/Content/Controller/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
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this._blueSlider = cc.find("Canvas/Content/Controller/ColorBlueSlider/Slider").getComponent(cc.Slider);
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this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
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this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
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this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
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this._radiuSlider = cc.find("Canvas/Content/Controller/RadiuSlider/Slider").getComponent(cc.Slider);
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this._radiuSliderLabel = cc.find("Canvas/Content/Controller/RadiuSlider/ValueLabel").getComponent(cc.Label);
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this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
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this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
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|
||||
// 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._radiuSlider.node.on("slide", 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._radiuSlider.node.off("slide", 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)} | ${Math.round(255 * this._alphaSlider.progress)}`;
|
||||
this._radiuSliderLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
|
||||
|
||||
// 通知子节点更新材质
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.emit("on_property_change", <FlashLightUBO>{
|
||||
centerColor: 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)
|
||||
),
|
||||
radius: this._radiuSlider.progress,
|
||||
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": {}
|
||||
}
|
Loading…
Reference in New Issue
Block a user