From f39e39e248f542cf14ff71bf8085d53db7595d60 Mon Sep 17 00:00:00 2001 From: caizhitao Date: Fri, 10 Jan 2020 17:44:43 +0800 Subject: [PATCH] =?UTF-8?q?=E5=87=86=E5=A4=87=E5=B1=80=E9=83=A8=E6=89=A9?= =?UTF-8?q?=E6=95=A3=E5=9C=BA=E6=99=AF=E7=9B=B8=E5=85=B3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets/effects/sprite-local-diffusion.effect | 122 + .../sprite-local-diffusion.effect.meta | 17 + assets/materials/sprite-local-diffusion.mtl | 14 + .../materials/sprite-local-diffusion.mtl.meta | 6 + assets/scenes/LocalDiffusionEffectScene.fire | 2062 +++++++++++++++++ .../LocalDiffusionEffectScene.fire.meta | 7 + assets/scripts/LocalDiffusionEffectScene.ts | 59 + .../scripts/LocalDiffusionEffectScene.ts.meta | 9 + 8 files changed, 2296 insertions(+) create mode 100644 assets/effects/sprite-local-diffusion.effect create mode 100644 assets/effects/sprite-local-diffusion.effect.meta create mode 100644 assets/materials/sprite-local-diffusion.mtl create mode 100644 assets/materials/sprite-local-diffusion.mtl.meta create mode 100755 assets/scenes/LocalDiffusionEffectScene.fire create mode 100644 assets/scenes/LocalDiffusionEffectScene.fire.meta create mode 100644 assets/scripts/LocalDiffusionEffectScene.ts create mode 100644 assets/scripts/LocalDiffusionEffectScene.ts.meta diff --git a/assets/effects/sprite-local-diffusion.effect b/assets/effects/sprite-local-diffusion.effect new file mode 100644 index 0000000..b7e248a --- /dev/null +++ b/assets/effects/sprite-local-diffusion.effect @@ -0,0 +1,122 @@ +// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. +// 老照片特效 +// 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; + +CCEffect %{ + techniques: + - passes: + - vert: vs + frag: fs + blendState: + targets: + - blend: true + rasterizerState: + cullMode: none + properties: + texture: { value: white } + alphaThreshold: { value: 0.5 } + # 老化程度 + oldLevel: { + value: 1.0, + inspector: { + tooltip: "老化程度", + range: [0.0, 1.0] + } + } +}% + + +CCProgram vs %{ + precision highp float; + + #include + #include + + 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 + + in vec4 v_color; + + #if USE_TEXTURE + in vec2 v_uv0; + 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); + } + #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_OLD_PHOTO + vec4 srcColor = o; + vec4 oldColor = getOldPhotoColor(srcColor); + + o = srcColor + (oldColor - srcColor) * oldLevel; + #endif + gl_FragColor = o; + } +}% diff --git a/assets/effects/sprite-local-diffusion.effect.meta b/assets/effects/sprite-local-diffusion.effect.meta new file mode 100644 index 0000000..dfd43c5 --- /dev/null +++ b/assets/effects/sprite-local-diffusion.effect.meta @@ -0,0 +1,17 @@ +{ + "ver": "1.0.23", + "uuid": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53", + "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_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" + }, + "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 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