Merge branch 'release/0.2.0'

This commit is contained in:
caizhitao 2020-01-05 07:38:39 +08:00
commit f11b5851b6
11 changed files with 2293 additions and 1 deletions

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# ChangeLog # ChangeLog
## 0.2.0 (2020-01-05)
- 加入灰度渐变特效
## 0.1.0 (2020-01-01) ## 0.1.0 (2020-01-01)
- 加入马赛克特效 - 加入马赛克特效

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# Cocos Creator Shader Effect Demo # Cocos Creator Shader Effect Demo
[![](https://img.shields.io/badge/Release-0.1.0-green.svg)](CHANGELOG.md) [![](https://img.shields.io/badge/Release-0.2.0-green.svg)](CHANGELOG.md)
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE) [![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator) [![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
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![](static/effects/2d-sprite-old-photo.gif) ![](static/effects/2d-sprite-old-photo.gif)
### 灰度渐变(实现原理同老照片一样,可参考[老照片实现原理文章](https://www.jianshu.com/p/711a54ff2fa0)
![](static/effects/2d-sprite-gray.gif)
### 外发光(完善中... ### 外发光(完善中...
### 外描边(完善中... ### 外描边(完善中...

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 灰化特效
// 原理:
// 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:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 灰化程度
grayLevel: {
value: 1.0,
inspector: {
tooltip: "灰化程度",
range: [0.0, 1.0]
}
}
}%
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
#if USE_GRAY
uniform GrayPhoto {
// 灰化程度
float grayLevel;
}
#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);
#if USE_GRAY
vec4 srcColor = o;
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;
}
}%

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{
"ver": "1.0.23",
"uuid": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8",
"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\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_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"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8"
},
"_defines": {
"USE_TEXTURE": true,
"USE_GRAY": true
},
"_props": {}
}

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{
"ver": "1.0.2",
"uuid": "ee9df2cd-dc1c-4fa7-9ef6-b253eee81746",
"dataAsSubAsset": null,
"subMetas": {}
}

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assets/scenes/GrayEffectScene.fire Executable file

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{
"ver": "1.2.5",
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class GrayEffectScene extends cc.Component {
private _grayLevelSlider: cc.Slider = null;
private _grayLevelSliderLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
this._grayLevelSlider = cc.find("Canvas/Content/Sliders/GrayLevelSlider/Slider").getComponent(cc.Slider);
this._grayLevelSliderLabel = cc.find("Canvas/Content/Sliders/GrayLevelSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples");
}
onEnable() {
this._grayLevelSlider.node.on("slide", this._onSliderChanged, this);
}
onDisable() {
this._grayLevelSlider.node.off("slide", this._onSliderChanged, this);
}
start() {
this._onSliderChanged();
}
private _onSliderChanged() {
this._grayLevelSliderLabel.string = `${this._grayLevelSlider.progress.toFixed(2)}`;
// 更新材质
this._updateRenderComponentMaterial({
grayLevel: this._grayLevelSlider.progress
});
}
/**
*
*
* 1.
* 2. unitform
* 3.
*/
private _updateRenderComponentMaterial(param: {
/**
* [0.0, 1.0] 1.0
*/
grayLevel: number;
}) {
this._examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("grayLevel", param.grayLevel);
renderComponent.setMaterial(0, material);
});
});
}
}

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{
"ver": "1.0.5",
"uuid": "0b2ee60e-d226-44af-bfcf-95b75266e51f",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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