From ed1da3ae1c6f87948464221a2c033e6861070e5e Mon Sep 17 00:00:00 2001 From: caizhitao Date: Fri, 3 Jan 2020 14:20:31 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AE=8C=E5=96=84=E7=81=B0=E5=8C=96=E6=95=88?= =?UTF-8?q?=E6=9E=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets/effects/sprite-gray.effect | 44 ++++++++++---------------- assets/effects/sprite-gray.effect.meta | 4 +-- assets/materials/sprite-gray.mtl | 2 +- assets/scripts/GrayEffectScene.ts | 6 ++-- 4 files changed, 22 insertions(+), 34 deletions(-) diff --git a/assets/effects/sprite-gray.effect b/assets/effects/sprite-gray.effect index b7e248a..50e1327 100644 --- a/assets/effects/sprite-gray.effect +++ b/assets/effects/sprite-gray.effect @@ -1,9 +1,9 @@ // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. -// 老照片特效 +// 灰化特效 // 原理: -// r = 0.393 * r + 0.769 * g + 0.189 * b; -// g = 0.349 * r + 0.686 * g + 0.168 * b; -// b = 0.272 * r + 0.534 * g + 0.131 * b; +// r = 0.2126 * r + 0.7152 * g + 0.0722 * b +// g = 0.2126 * r + 0.7152 * g + 0.0722 * b +// b = 0.2126 * r + 0.7152 * g + 0.0722 * b CCEffect %{ techniques: @@ -18,11 +18,11 @@ CCEffect %{ properties: texture: { value: white } alphaThreshold: { value: 0.5 } - # 老化程度 - oldLevel: { + # 灰化程度 + grayLevel: { value: 1.0, inspector: { - tooltip: "老化程度", + tooltip: "灰化程度", range: [0.0, 1.0] } } @@ -76,24 +76,10 @@ CCProgram fs %{ uniform sampler2D texture; #endif - #if USE_OLD_PHOTO - uniform OldPhoto { - // 老化程度 - float oldLevel; - } - - /** - * 获取老化颜色 - * - * @param color 原始颜色 - * - * @return 老化后的颜色 - */ - vec4 getOldPhotoColor(vec4 color) { - float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; - float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; - float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b; - return vec4(r, g, b, color.a); + #if USE_GRAY + uniform GrayPhoto { + // 灰化程度 + float grayLevel; } #endif @@ -111,11 +97,13 @@ CCProgram fs %{ ALPHA_TEST(o); - #if USE_OLD_PHOTO + #if USE_GRAY vec4 srcColor = o; - vec4 oldColor = getOldPhotoColor(srcColor); - o = srcColor + (oldColor - srcColor) * oldLevel; + float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b; + vec4 grayColor = vec4(gray, gray, gray, o.a); + + o = srcColor + (grayColor - srcColor) * grayLevel; #endif gl_FragColor = o; } diff --git a/assets/effects/sprite-gray.effect.meta b/assets/effects/sprite-gray.effect.meta index 65e8bc1..c6f3b27 100644 --- a/assets/effects/sprite-gray.effect.meta +++ b/assets/effects/sprite-gray.effect.meta @@ -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 USE_OLD_PHOTO\nuniform float oldLevel;\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\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 USE_GRAY\nuniform float grayLevel;\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 #if USE_GRAY\n vec4 srcColor = o;\n\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\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 USE_OLD_PHOTO\nuniform OldPhoto {\n\n float oldLevel;\n}\n\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\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 USE_GRAY\nuniform GrayPhoto {\n\n float grayLevel;\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 #if USE_GRAY\n vec4 srcColor = o;\n\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}\n" } } ], diff --git a/assets/materials/sprite-gray.mtl b/assets/materials/sprite-gray.mtl index 2166632..b6eb2a7 100644 --- a/assets/materials/sprite-gray.mtl +++ b/assets/materials/sprite-gray.mtl @@ -8,7 +8,7 @@ }, "_defines": { "USE_TEXTURE": true, - "USE_OLD_PHOTO": true + "USE_GRAY": true }, "_props": {} } \ No newline at end of file diff --git a/assets/scripts/GrayEffectScene.ts b/assets/scripts/GrayEffectScene.ts index 3c2b741..1a4b1ab 100644 --- a/assets/scripts/GrayEffectScene.ts +++ b/assets/scripts/GrayEffectScene.ts @@ -31,7 +31,7 @@ export default class GrayEffectScene extends cc.Component { // 更新材质 this._updateRenderComponentMaterial({ - oldLevel: this._grayLevelSlider.progress + grayLevel: this._grayLevelSlider.progress }); } @@ -46,12 +46,12 @@ export default class GrayEffectScene extends cc.Component { /** * 灰化程度 [0.0, 1.0] ,1.0 表示完全灰化 */ - oldLevel: number; + grayLevel: number; }) { this._examplesParentNode.children.forEach(childNode => { childNode.getComponents(cc.RenderComponent).forEach(renderComponent => { let material: cc.Material = renderComponent.getMaterial(0); - material.setProperty("oldLevel", param.oldLevel); + material.setProperty("grayLevel", param.grayLevel); renderComponent.setMaterial(0, material); }); });