解决 Effect 不生效的问题,因为Effect文件名不能用数字开头,重命名后解决了这个问题

This commit is contained in:
caizhitao 2019-12-11 15:31:15 +08:00
parent 4514bcf8b9
commit f0f47ca9c4
9 changed files with 192 additions and 106 deletions

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@ -1,82 +0,0 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
gl_FragColor = o;
}
}%

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@ -1,17 +0,0 @@
{
"ver": "1.0.23",
"uuid": "dcc7ac41-c3ef-4558-bcef-3ff44a72eafe",
"compiledShaders": [
{
"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\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"
},
"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\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"
}
}
],
"subMetas": {}
}

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@ -0,0 +1,119 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
}%
// 顶点 Shader 片段
CCProgram vs %{
// 定义 float 类型的精度为高精度
precision highp float;
// CC 所有内置的 Shader 变量都必须要要通过 #include 引入该变量的头文件
// 所有头文件都在 chunks 目录下
// Mac: /Applications/CocosCreator.app/Contents/Resources/engine/cocos2d/renderer/build/chunks
// 也可以通过 相对项目assets的相对路径 或者 绝对路径 引用头文件资源
#include <cc-global>
#include <cc-local>
// 顶点Shader 从渲染管道里面获取哪些数据
// in 用在函数的参数中表示这个参数是输入的在函数中改变这个值并不会影响对调用的函数产生副作用。相当于C语言的传值这个是函数参数默认的修饰符
// 顶点坐标
in vec3 a_position;
// 顶点颜色
in vec4 a_color;
// out 用在函数的参数中,表示该参数是输出参数,值是会改变的
// 顶点 Shader 片段最后会输出的颜色值
// 在片元 Shader 片段中可以接收到这个参数名的值
out vec4 v_color;
// 定义了一个宏,如果使用了纹理那么执行这之间的代码
#if USE_TEXTURE
// 输入的纹理坐标
in vec2 a_uv0;
// 输出的纹理坐标
// 在片元 Shader 片段中可以接收到这个参数名的值
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
// 片元着色器片段
CCProgram fs %{
precision highp float;
// 这里引入了内置的chunks目录下的 alpha-test 头文件
#include <alpha-test>
// 接收来自上方顶点 Shader 片段的输出参数 v_color
// 顶点的颜色
in vec4 v_color;
#if USE_TEXTURE
// 接收来自上方顶点 Shader 片段的输出参数 v_uv0
// 顶点的坐标
in vec2 v_uv0;
// uniform :一致变量。在着色器执行期间一致变量的值是不变的
// 与const常量不同的是这个值在编译时期是未知的是由着色器外部初始化的
// 一致变量在顶点着色器和片段着色器之间是共享的。它也只能在全局范围进行声明。
uniform sampler2D texture;
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
// 这个方法来自 alpha-test 头文件
// 意思大概为如果传入的参数vec4 类型的参数o的透明通道值小于传入来的 alphaThreshold 值时会discard
// 使用discard会退出片段着色器不执行后面的片段着色操作。片段也不会写入帧缓冲区。
ALPHA_TEST(o);
// gl_FragColor = o;
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}
}%

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@ -0,0 +1,17 @@
{
"ver": "1.0.23",
"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\n\nattribute vec4 a_color;\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\n\nattribute vec2 a_uv0;\n\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\n\nvarying vec2 v_uv0;\n\nuniform sampler2D texture;\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 = vec4(1.0, 1.0, 0.0, 1.0);\n\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;\n\nin vec4 a_color;\n\nout vec4 v_color;\n\n#if USE_TEXTURE\n\nin vec2 a_uv0;\n\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\n\nin vec2 v_uv0;\n\nuniform sampler2D texture;\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 = vec4(1.0, 1.0, 0.0, 1.0);\n\n}\n"
}
}
],
"subMetas": {}
}

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@ -0,0 +1,13 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "8f277982-dc0a-4030-90cc-b336a928a372"
},
"_defines": {
"USE_TEXTURE": true
},
"_props": {}
}

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@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "ca058f99-941b-40f2-b208-d776de59abed",
"dataAsSubAsset": null,
"subMetas": {}
}

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@ -177,7 +177,7 @@
"array": [
0,
0,
554.2562584220408,
324.7595264191645,
0,
0,
0,
@ -398,7 +398,7 @@
"ctor": "Float64Array",
"array": [
0,
50,
111.898,
0,
0,
0,
@ -432,7 +432,7 @@
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
"__uuid__": "ca058f99-941b-40f2-b208-d776de59abed"
}
],
"_srcBlendFactor": 770,
@ -492,7 +492,7 @@
"ctor": "Float64Array",
"array": [
0,
-180,
-117.787,
0,
0,
0,

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@ -9,5 +9,35 @@
"packageName": "org.cocos2d.helloworld",
"startScene": "2d2f792f-a40c-49bb-a189-ed176a246e49",
"title": "hello_world",
"webOrientation": "auto"
"webOrientation": "auto",
"includeSDKBox": false,
"inlineSpriteFrames": true,
"inlineSpriteFrames_native": true,
"mergeStartScene": false,
"optimizeHotUpdate": false,
"md5Cache": false,
"encryptJs": true,
"xxteaKey": "35d36f0a-c885-4d",
"zipCompressJs": true,
"fb-instant-games": {},
"android": {
"packageName": "org.cocos2d.helloworld"
},
"ios": {
"packageName": "org.cocos2d.helloworld"
},
"mac": {
"packageName": "org.cocos2d.helloworld"
},
"win32": {},
"android-instant": {
"REMOTE_SERVER_ROOT": "",
"host": "",
"packageName": "org.cocos2d.helloworld",
"pathPattern": "",
"recordPath": "",
"scheme": "https",
"skipRecord": false
},
"appBundle": false
}

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@ -20,7 +20,7 @@
"width": 960,
"height": 640
},
"last-module-event-record-time": 0,
"last-module-event-record-time": 1575989336079,
"assets-sort-type": "name",
"facebook": {
"enable": false,