好像初步可以描边,但是有待完善
This commit is contained in:
parent
79562f84cb
commit
cda0009d1f
@ -13,8 +13,8 @@ CCEffect %{
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properties:
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properties:
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texture: { value: grey }
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texture: { value: grey }
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alphaThreshold: { value: 0.5 }
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alphaThreshold: { value: 0.5 }
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outlineColor: { value: [1, 1, 1, 1], editor: { type: color } }
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outlineColor: { value: [1., .0, .0, 1.], editor: { type: color } }
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outlineSize: { value: 5.0 }
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outlineSize: { value: .01 }
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}%
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}%
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@ -77,29 +77,19 @@ CCProgram fs %{
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};
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};
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#endif
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#endif
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// // 获取背面颜色
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// 获取背面颜色
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// float getBackArea() {
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float getBackArea() {
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// vec4 color_up;
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vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize));
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// vec4 color_down;
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vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize));
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// vec4 color_left;
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vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0));
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// vec4 color_right;
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vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0));
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// vec4 color_up_left;
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vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize));
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// vec4 color_up_right;
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vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize));
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// vec4 color_down_left;
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vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize));
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// vec4 color_down_right;
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vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize));
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// float total = 0 ;
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float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a;
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return clamp(total, 0.0, 1.0);
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// color_up = texture(texture, v_uv0 + vec2(0, outlineSize));
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}
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// color_down = texture(texture, v_uv0 - vec2(0, outlineSize));
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// color_left = texture(texture, v_uv0 - vec2(outlineSize, 0));
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// color_right = texture(texture, v_uv0 + vec2(outlineSize, 0));
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// color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize));
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// color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize));
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// color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize));
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// color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize));
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// total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a;
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// return clamp(total, 0.0, 1.0);
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// }
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void main () {
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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vec4 o = vec4(1, 1, 1, 1);
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@ -116,6 +106,9 @@ CCProgram fs %{
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ALPHA_TEST(o);
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ALPHA_TEST(o);
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gl_FragColor = o;
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gl_FragColor = o;
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// gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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// 正常的rgb + 正常的透明区域 * 背面颜色 * 描边颜色
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// gl_FragColor = vec4(o.rgb + (1.0 - o.a) * outlineColor.rgb * getBackArea(), 1.0);
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// gl_FragColor = vec4(o.rgb + outlineColor.rgb * getBackArea(), 1.0);
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}
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}
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}%
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}%
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@ -5,11 +5,11 @@
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{
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{
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"glsl1": {
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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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"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 SHOW_OUT_LINE\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}\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 SHOW_OUT_LINE\nuniform float outlineSize;\n\n#endif\n\nfloat getBackArea() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\n}\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}\n"
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},
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},
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"glsl3": {
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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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"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 SHOW_OUT_LINE\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineSize;\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}\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 SHOW_OUT_LINE\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineSize;\n\n};\n#endif\n\nfloat getBackArea() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\n}\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}\n"
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}
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}
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}
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}
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],
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],
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@ -11,6 +11,14 @@
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"SHOW_OUT_LINE": true
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"SHOW_OUT_LINE": true
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},
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},
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"_props": {
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"_props": {
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"texture": null
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"texture": null,
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"outlineColor": {
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"__type__": "cc.Vec4",
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"x": 1,
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"y": 1,
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"z": 0,
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"w": 1
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},
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"outlineSize": 0.01
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}
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}
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}
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}
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@ -177,7 +177,7 @@
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"array": [
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"array": [
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0,
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0,
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0,
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0,
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493.63448015713004,
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394.90758412570403,
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0,
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0,
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0,
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0,
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0,
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0,
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BIN
assets/textures/prestige_01.png
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BIN
assets/textures/prestige_01.png
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Binary file not shown.
After Width: | Height: | Size: 5.9 KiB |
34
assets/textures/prestige_01.png.meta
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assets/textures/prestige_01.png.meta
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@ -0,0 +1,34 @@
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{
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"ver": "2.3.3",
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"uuid": "9e216a31-1e40-4350-b20c-629287c96706",
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"type": "sprite",
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"wrapMode": "clamp",
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"filterMode": "bilinear",
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"premultiplyAlpha": false,
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"genMipmaps": false,
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"packable": true,
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"platformSettings": {},
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"subMetas": {
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"prestige_01": {
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"ver": "1.0.4",
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"uuid": "89478038-ff44-410d-8044-8fb4dd82c1e8",
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"rawTextureUuid": "9e216a31-1e40-4350-b20c-629287c96706",
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"trimType": "auto",
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"trimThreshold": 1,
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"rotated": false,
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"offsetX": -0.5,
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"offsetY": 0.5,
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"trimX": 0,
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"trimY": 1,
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"width": 59,
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"height": 57,
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"rawWidth": 60,
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"rawHeight": 60,
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"borderTop": 0,
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"borderBottom": 0,
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"borderLeft": 0,
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"borderRight": 0,
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"subMetas": {}
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}
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}
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}
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BIN
assets/textures/prestige_02.png
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BIN
assets/textures/prestige_02.png
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After Width: | Height: | Size: 5.2 KiB |
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assets/textures/prestige_02.png.meta
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assets/textures/prestige_02.png.meta
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{
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"ver": "2.3.3",
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"uuid": "268e9b44-3120-4787-87cb-eb9c00d9fbaf",
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"type": "sprite",
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"wrapMode": "clamp",
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"filterMode": "bilinear",
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"premultiplyAlpha": false,
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"genMipmaps": false,
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"packable": true,
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"platformSettings": {},
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"subMetas": {
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"prestige_02": {
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"ver": "1.0.4",
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"uuid": "24e1449a-64d2-4df5-bcf9-8ce55ecb6637",
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"rawTextureUuid": "268e9b44-3120-4787-87cb-eb9c00d9fbaf",
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"trimType": "auto",
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"trimThreshold": 1,
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"rotated": false,
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"offsetX": 0,
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"offsetY": 0,
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"trimX": 0,
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"trimY": 0,
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"width": 60,
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"height": 60,
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"rawWidth": 60,
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"rawHeight": 60,
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"borderTop": 0,
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"borderBottom": 0,
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"borderLeft": 0,
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"borderRight": 0,
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"subMetas": {}
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}
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}
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}
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Block a user