diff --git a/assets/effects/sprite-glow-inner.effect b/assets/effects/sprite-glow-inner-v1.effect similarity index 100% rename from assets/effects/sprite-glow-inner.effect rename to assets/effects/sprite-glow-inner-v1.effect diff --git a/assets/effects/sprite-glow-inner.effect.meta b/assets/effects/sprite-glow-inner-v1.effect.meta similarity index 100% rename from assets/effects/sprite-glow-inner.effect.meta rename to assets/effects/sprite-glow-inner-v1.effect.meta diff --git a/assets/effects/sprite-glow-inner-v2.effect b/assets/effects/sprite-glow-inner-v2.effect index 1435ba3..e9e5c6c 100644 --- a/assets/effects/sprite-glow-inner-v2.effect +++ b/assets/effects/sprite-glow-inner-v2.effect @@ -1,4 +1,6 @@ -// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. +// 相比起 v1 版本的变更 +// +// 1. 切换了采样算法,由原来圆采样,改为矩形采样,减少大量三角函数运算,在保持差不多效果的前提下,性能得到大幅提升 CCEffect %{ techniques: @@ -25,21 +27,19 @@ CCEffect %{ spriteWidth: { value: 500, editor: { - tooltip: "纹理宽度" + tooltip: "纹理宽度(px)" } } spriteHeight: { value: 500, editor: { - tooltip: "纹理高度" + tooltip: "纹理高度(px)" } } - # 发光宽度(相对于宽度) - glowColorSize: { - value: 0.2, + glowRange: { + value: 20, editor: { - tooltip: "发光宽度", - range: [0.0, 1.0], + tooltip: "内发光范围(px)" } } # 发光透明度阈值 @@ -48,7 +48,7 @@ CCEffect %{ glowThreshold: { value: 0.1, editor: { - tooltip: "发光阈值", + tooltip: "发光阈值(只有超过这个透明度的点才会发光)", range: [0.0, 1.0] } } @@ -117,8 +117,8 @@ CCProgram fs %{ // 纹理高度(px) float spriteHeight; - // 发光范围 - float glowColorSize; + // 内发光范围(px) + float glowRange; // 发光阈值 float glowThreshold; @@ -152,7 +152,7 @@ CCProgram fs %{ */ float getGlowAlpha() { // 如果发光宽度为0,直接返回0.0透明度,减少计算量 - if (glowColorSize == 0.0) { + if (glowRange == 0.0) { return 0.0; } @@ -166,8 +166,8 @@ CCProgram fs %{ } // 每一圈的对应的步长 - float per_step_x = (1.0 / spriteWidth) * (glowColorSize * spriteWidth / range); - float per_step_y = (1.0 / spriteHeight) * (glowColorSize * spriteHeight / range); + float per_step_x = (1.0 / spriteWidth) * (glowRange / range); + float per_step_y = (1.0 / spriteHeight) * (glowRange / range); // 取样周边一定范围透明度 float totalAlpha = 0.0; @@ -216,7 +216,7 @@ CCProgram fs %{ alpha = 1.0 - alpha; // 给点调料,让靠近边缘的更加亮 - alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0; + alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0; } // 源颜色(内发光) vec4 color_src = glowColor * alpha; diff --git a/assets/effects/sprite-glow-inner-v2.effect.meta b/assets/effects/sprite-glow-inner-v2.effect.meta index c048d3c..862a269 100644 --- a/assets/effects/sprite-glow-inner-v2.effect.meta +++ b/assets/effects/sprite-glow-inner-v2.effect.meta @@ -5,11 +5,11 @@ { "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float spriteWidth;\nuniform float spriteHeight;\nuniform float glowColorSize;\nuniform float glowThreshold;\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowColorSize * spriteWidth / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowColorSize * spriteHeight / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float spriteWidth;\nuniform float spriteHeight;\nuniform float glowRange;\nuniform float glowThreshold;\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowRange == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" }, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}", - "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float spriteWidth;\n float spriteHeight;\n float glowColorSize;\n float glowThreshold;\n};\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowColorSize * spriteWidth / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowColorSize * spriteHeight / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" + "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float spriteWidth;\n float spriteHeight;\n float glowRange;\n float glowThreshold;\n};\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\nfloat getGlowAlpha() {\n if (glowRange == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}" } } ], diff --git a/assets/materials/sprite-glow-inner.mtl b/assets/materials/sprite-glow-inner-v1.mtl similarity index 100% rename from assets/materials/sprite-glow-inner.mtl rename to assets/materials/sprite-glow-inner-v1.mtl diff --git a/assets/materials/sprite-glow-inner.mtl.meta b/assets/materials/sprite-glow-inner-v1.mtl.meta similarity index 100% rename from assets/materials/sprite-glow-inner.mtl.meta rename to assets/materials/sprite-glow-inner-v1.mtl.meta diff --git a/assets/materials/sprite-glow-inner-v2.mtl b/assets/materials/sprite-glow-inner-v2.mtl index 3950b1d..dcc25e8 100644 --- a/assets/materials/sprite-glow-inner-v2.mtl +++ b/assets/materials/sprite-glow-inner-v2.mtl @@ -14,15 +14,13 @@ "SHOW_INNER_GLOW": true }, "props": { - "glowColorSize": 0.1, "glowColor": { "__type__": "cc.Color", "r": 255, - "g": 255, - "b": 255, + "g": 0, + "b": 0, "a": 255 - }, - "glowThreshold": 0.1 + } } } } diff --git a/assets/materials/sprite-glow-inner-v2.mtl.meta b/assets/materials/sprite-glow-inner-v2.mtl.meta index c7cf582..751fac2 100644 --- a/assets/materials/sprite-glow-inner-v2.mtl.meta +++ b/assets/materials/sprite-glow-inner-v2.mtl.meta @@ -1,6 +1,6 @@ { "ver": "1.0.3", - "uuid": "ed801db5-01ea-4505-b505-e661a3f1bb07", + "uuid": "5e2baa0c-d8bf-493f-89f7-a11352092439", "dataAsSubAsset": null, "subMetas": {} } \ No newline at end of file diff --git a/assets/scenes/GlowInnerEffectScene.fire b/assets/scenes/GlowInnerEffectScene.fire index e7ed95e..1485397 100755 --- a/assets/scenes/GlowInnerEffectScene.fire +++ b/assets/scenes/GlowInnerEffectScene.fire @@ -174,7 +174,7 @@ "array": [ 0, 0, - 416.1116748714887, + 415.69219381653056, 0, 0, 0, @@ -5384,7 +5384,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_srcBlendFactor": 770, @@ -5478,7 +5478,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_srcBlendFactor": 770, @@ -5572,7 +5572,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_srcBlendFactor": 770, @@ -5666,7 +5666,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_srcBlendFactor": 770, @@ -5760,7 +5760,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_srcBlendFactor": 770, @@ -5854,7 +5854,7 @@ "_enabled": true, "_materials": [ { - "__uuid__": "ed801db5-01ea-4505-b505-e661a3f1bb07" + "__uuid__": "5e2baa0c-d8bf-493f-89f7-a11352092439" } ], "_useOriginalSize": false, diff --git a/assets/scenes/GlowInnerV2EffectScene.fire b/assets/scenes/GlowInnerV2EffectScene.fire new file mode 100755 index 0000000..2d43b7b --- /dev/null +++ b/assets/scenes/GlowInnerV2EffectScene.fire @@ -0,0 +1,6028 @@ +[ + { + "__type__": "cc.SceneAsset", + "_name": "", + "_objFlags": 0, + "_native": "", + "scene": { + "__id__": 1 + } + }, + { + "__type__": "cc.Scene", + "_objFlags": 0, + "_parent": null, + 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