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
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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}%
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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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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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}
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}%
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{
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"ver": "1.0.23",
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"uuid": "dcc7ac41-c3ef-4558-bcef-3ff44a72eafe",
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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\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"
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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\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"
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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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119
assets/effects/SpriteEffectExample.effect
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assets/effects/SpriteEffectExample.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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}%
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// 顶点 Shader 片段
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CCProgram vs %{
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// 定义 float 类型的精度为高精度
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precision highp float;
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// 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
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// 所有头文件都在 chunks 目录下
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// Mac: /Applications/CocosCreator.app/Contents/Resources/engine/cocos2d/renderer/build/chunks
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// 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
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#include <cc-global>
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#include <cc-local>
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// 顶点Shader 从渲染管道里面获取哪些数据
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// 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
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// 顶点坐标
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in vec3 a_position;
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// 顶点颜色
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in vec4 a_color;
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// 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
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// 顶点 Shader 片段最后会输出的颜色值
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// 在片元 Shader 片段中可以接收到这个参数名的值
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out vec4 v_color;
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// 定义了一个宏,如果使用了纹理那么执行这之间的代码
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#if USE_TEXTURE
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// 输入的纹理坐标
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in vec2 a_uv0;
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// 输出的纹理坐标
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// 在片元 Shader 片段中可以接收到这个参数名的值
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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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// 片元着色器片段
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CCProgram fs %{
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precision highp float;
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// 这里引入了内置的chunks目录下的 alpha-test 头文件
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#include <alpha-test>
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// 接收来自上方顶点 Shader 片段的输出参数 v_color
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// 顶点的颜色
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in vec4 v_color;
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#if USE_TEXTURE
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// 接收来自上方顶点 Shader 片段的输出参数 v_uv0
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// 顶点的坐标
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in vec2 v_uv0;
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// uniform :一致变量。在着色器执行期间一致变量的值是不变的
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// 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
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// 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。
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uniform sampler2D texture;
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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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// 这个方法来自 alpha-test 头文件
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// 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
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// 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。
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ALPHA_TEST(o);
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// gl_FragColor = o;
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gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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}
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}%
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assets/effects/SpriteEffectExample.effect.meta
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assets/effects/SpriteEffectExample.effect.meta
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{
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"ver": "1.0.23",
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"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
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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;\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",
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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\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"
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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;\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",
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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\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"
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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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13
assets/materials/SpriteEffectExample.mtl
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assets/materials/SpriteEffectExample.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__": "8f277982-dc0a-4030-90cc-b336a928a372"
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},
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"_defines": {
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"USE_TEXTURE": true
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},
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"_props": {}
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}
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assets/materials/SpriteEffectExample.mtl.meta
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assets/materials/SpriteEffectExample.mtl.meta
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{
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"ver": "1.0.2",
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"uuid": "ca058f99-941b-40f2-b208-d776de59abed",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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@ -177,7 +177,7 @@
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"array": [
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0,
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0,
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554.2562584220408,
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324.7595264191645,
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0,
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0,
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0,
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@ -398,7 +398,7 @@
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"ctor": "Float64Array",
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"array": [
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0,
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50,
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111.898,
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0,
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0,
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0,
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@ -432,7 +432,7 @@
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"_enabled": true,
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"_materials": [
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{
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"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
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"__uuid__": "ca058f99-941b-40f2-b208-d776de59abed"
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}
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],
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"_srcBlendFactor": 770,
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@ -492,7 +492,7 @@
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"ctor": "Float64Array",
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"array": [
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0,
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-180,
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-117.787,
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0,
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0,
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0,
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"packageName": "org.cocos2d.helloworld",
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"startScene": "2d2f792f-a40c-49bb-a189-ed176a246e49",
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"title": "hello_world",
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"webOrientation": "auto"
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}
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"webOrientation": "auto",
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"includeSDKBox": false,
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"inlineSpriteFrames": true,
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"inlineSpriteFrames_native": true,
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"mergeStartScene": false,
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"optimizeHotUpdate": false,
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"md5Cache": false,
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"encryptJs": true,
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"xxteaKey": "35d36f0a-c885-4d",
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"zipCompressJs": true,
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"fb-instant-games": {},
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"android": {
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"packageName": "org.cocos2d.helloworld"
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},
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"ios": {
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"packageName": "org.cocos2d.helloworld"
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},
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"mac": {
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"packageName": "org.cocos2d.helloworld"
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},
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"win32": {},
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"android-instant": {
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"REMOTE_SERVER_ROOT": "",
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"host": "",
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"packageName": "org.cocos2d.helloworld",
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"pathPattern": "",
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"recordPath": "",
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"scheme": "https",
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"skipRecord": false
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},
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"appBundle": false
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}
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"width": 960,
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"height": 640
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},
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"last-module-event-record-time": 0,
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"last-module-event-record-time": 1575989336079,
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"assets-sort-type": "name",
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"facebook": {
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"enable": false,
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Block a user