52 Commits
0.1.0 ... 0.5.0

Author SHA1 Message Date
caizhitao
70a3b95f10 Merge branch 'release/0.5.0' 2020-01-13 22:40:32 +08:00
caizhitao
6402c68fbc 调整点光的部分代码 2020-01-13 22:40:10 +08:00
caizhitao
dccf05cfde update README.md and CHANGELOG.md 2020-01-13 22:36:43 +08:00
caizhitao
1ff0ee3d40 Merge branch 'feature/flash_light' into dev 2020-01-13 22:15:29 +08:00
caizhitao
209e22fcca 注释调整 2020-01-13 22:14:07 +08:00
caizhitao
e7e084b958 光束宽度边界值处理 2020-01-13 22:13:55 +08:00
caizhitao
acf72e0e4f 完善闪光效果 2020-01-13 17:43:46 +08:00
caizhitao
c95329e7ab 初始化闪光场景相关 2020-01-13 15:27:46 +08:00
caizhitao
9160ad38b7 Merge branch 'release/0.4.0' into dev 2020-01-12 09:16:34 +08:00
caizhitao
f6f93bad2c Merge branch 'release/0.4.0' 2020-01-12 09:16:29 +08:00
caizhitao
45e22b866a 加入点光特效果到预览场景 2020-01-12 09:15:49 +08:00
caizhitao
9ca7bd9a02 更新圆角裁剪动图,之前的太卡了 2020-01-12 09:13:06 +08:00
caizhitao
69b863c490 update README.md and CHANGELOG.md 2020-01-12 09:10:41 +08:00
caizhitao
6286aebb8c Merge branch 'feature/point_light' into dev 2020-01-12 09:03:23 +08:00
caizhitao
ae865a7c5f 更新效果名为点光 2020-01-12 09:01:30 +08:00
caizhitao
40e905fc81 添加延时demo 2020-01-12 08:56:55 +08:00
caizhitao
9f28ef4305 加入迷雾控制 2020-01-12 08:54:08 +08:00
caizhitao
ba90b2170c 优化demo 2020-01-12 00:36:08 +08:00
caizhitao
7e197c0892 优化demo 2020-01-11 18:58:30 +08:00
caizhitao
6ac69a841a 初步支持单点扩散 2020-01-10 23:05:49 +08:00
caizhitao
f39e39e248 准备局部扩散场景相关 2020-01-10 17:44:43 +08:00
caizhitao
27e819fb2c Merge branch 'release/0.3.0' into dev 2020-01-10 16:21:18 +08:00
caizhitao
079c16a2e5 Merge branch 'release/0.3.0' 2020-01-10 16:21:13 +08:00
caizhitao
6938ad54df update README.md and CHANGELOG.md 2020-01-09 17:35:38 +08:00
caizhitao
a6749d9449 Merge branch 'feature/add_preview' into dev 2020-01-09 16:47:49 +08:00
caizhitao
68c2a6f5a6 Merge branch 'feature/roundcornera_crop' into dev 2020-01-09 16:47:35 +08:00
caizhitao
c60f43400f 加入预览场景 2020-01-09 16:46:47 +08:00
caizhitao
10b361b92f 加入预览场景 2020-01-09 16:46:33 +08:00
caizhitao
6ba48af6aa 补充注释 2020-01-09 16:32:04 +08:00
caizhitao
7380cf3292 完善圆角裁剪 2020-01-09 10:01:37 +08:00
caizhitao
9e3ca8fce6 初步创建圆角裁剪场景相关 2020-01-09 09:26:04 +08:00
caizhitao
6df0bd18fd Merge branch 'dev' 2020-01-07 10:30:34 +08:00
caizhitao
f97e0d36dc update README.md 2020-01-07 10:30:29 +08:00
caizhitao
726ebbaa4f 修改角度转弧度公式,改为采用内置GL函数 2020-01-07 10:26:48 +08:00
caizhitao
3d96f8857f Merge branch 'master' into dev 2020-01-06 10:02:26 +08:00
caizhitao
d9d2192fb3 update README.md 2020-01-06 10:02:17 +08:00
caizhitao
0bbce3b0bf Merge branch 'release/0.2.0' into dev 2020-01-05 07:38:48 +08:00
caizhitao
f11b5851b6 Merge branch 'release/0.2.0' 2020-01-05 07:38:39 +08:00
caizhitao
1ca77c7c17 update README 2020-01-05 07:37:50 +08:00
caizhitao
66259287e7 更新灰度渐变动图 2020-01-05 07:36:02 +08:00
caizhitao
97e4d1b275 update README.md and CHANGELOG.md 2020-01-05 07:35:05 +08:00
caizhitao
ac74104388 加入灰度渐变动图 2020-01-05 07:31:43 +08:00
caizhitao
348f0ea8e8 Merge branch 'feature/gray' into test 2020-01-05 07:28:03 +08:00
caizhitao
437c7e1dd7 Merge branch 'master' into dev 2020-01-05 07:27:52 +08:00
caizhitao
7583459cf7 update README 2020-01-05 07:27:45 +08:00
caizhitao
c76e70702c Merge branch 'master' into dev 2020-01-04 10:19:20 +08:00
caizhitao
20f5c6ef2b update README 加入 Effect 文件调试 文章链接 2020-01-04 10:11:03 +08:00
caizhitao
ed1da3ae1c 完善灰化效果 2020-01-03 14:20:31 +08:00
caizhitao
8d7b8013c4 初始化灰化效果 2020-01-03 12:19:36 +08:00
caizhitao
ef610a422b Merge branch 'dev' 2020-01-02 23:11:21 +08:00
caizhitao
a0fec94ba4 update README.md 2020-01-02 23:11:07 +08:00
caizhitao
5d23aa37eb Merge branch 'release/0.1.0' into dev 2020-01-01 17:31:15 +08:00
51 changed files with 22687 additions and 20 deletions

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@@ -1,5 +1,21 @@
# ChangeLog # ChangeLog
## 0.5.0 (2020-01-13)
- 加入扫光特效
## 0.4.0 (2020-01-12)
- 加入点光特效
## 0.3.0 (2020-01-09)
- 加入圆角裁剪特效
## 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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@@ -1,52 +1,76 @@
# 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-0.5.0-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)
## 项目说明 ## 一、项目说明
1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。 1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。
2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。 2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。
3. 如果你有意将此Demo中的效果加入到你的项目中**请认真评估是否适合你的项目使用!** 3. 如果你有意将此Demo中的效果加入到你的项目中**请认真评估是否适合你的项目使用!**
## 系列文章 ## 二、系列文章
* [Cocos Creator Shader Effect 系列 - 0 - 前言](https://www.jianshu.com/p/20b906d7269c) * [Cocos Creator Shader Effect 系列 - 0 - 前言](https://www.jianshu.com/p/20b906d7269c)
* [Cocos Creator Shader Effect 系列 - 1 - 材质EffectInspector纹理之间的关系](https://www.jianshu.com/p/ca28666d25d2) * [Cocos Creator Shader Effect 系列 - 1 - 材质EffectInspector纹理之间的关系](https://www.jianshu.com/p/ca28666d25d2)
* [Cocos Creator Shader Effect 系列 - 2 - Effect 文件解读](https://www.jianshu.com/p/bae75612ef48)
* [Cocos Creator Shader Effect 系列 - 3 - Effect 文件调试](https://www.jianshu.com/p/2fd028aa0bb8)
* [Cocos Creator Shader Effect 系列 - 4 - 老照片特效](https://www.jianshu.com/p/711a54ff2fa0)
* [Cocos Creator Shader Effect 系列 - 5 - 马赛克/像素化特效](https://www.jianshu.com/p/40e72ab76afd)
* [Cocos Creator Shader Effect 系列 - 6 - 内发光特效](https://www.jianshu.com/p/326b73f86ecc)
* 编写中... * 编写中...
## 特效预览
那么现在,我们先来轻松地看下有哪些特效效果吧~ 那么现在,我们先来轻松地看下有哪些特效效果吧~
### 内发光([实现原理及使用说明]() 编写中... ,催更麻烦移步一下到文末 **激活作者** 😜) ## 三、特效预览
### 扫光(实现原理,可能在编写中,催更可到底部扫码,支持急件~🤣)(2020.01.13更新)
![](static/effects/2d-sprite-flash-light.gif)
### 点光(实现原理,可能在编写中,催更可到底部扫码,支持急件~🤣)(2020.01.12更新)
![](static/effects/2d-sprite-point-light.gif)
### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc)
![](static/effects/2d-sprite-glow-inner.gif) ![](static/effects/2d-sprite-glow-inner.gif)
### 马赛克([实现原理及使用说明]() 编写中... ,催更麻烦移步一下到文末 **激活作者** 😜 ### 马赛克/像素化[实现原理](https://www.jianshu.com/p/40e72ab76afd)
![](static/effects/2d-sprite-mosaic.gif) ![](static/effects/2d-sprite-mosaic.gif)
### 老照片([实现原理及使用说明]() 编写中... ,催更麻烦移步一下到文末 **激活作者** 😜 ### 老照片([实现原理](https://www.jianshu.com/p/711a54ff2fa0)
![](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)
### 圆角裁剪
> * 声明:此特效为搬运过来的特效,非原创。
> * 修改的地方:搬运后,在原来的主要代码上加入了自己的理解注释
> * 实现原理:参考文章 [《圆角计算 Shader》](https://www.cnblogs.com/jqm304775992/p/4987793.html)
> * 参考代码Cocos 论坛帖子[《分享更高效的 creator 裁圆角头像 shader》](https://forum.cocos.org/t/creator-shader-2019-10-22-2-2-0/82548) 和对应的 [实现代码](https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect)
![](static/effects/2d-sprite-round-corner-crop.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...
## TODO ## 四、TODO
* [ ] 图像裁剪
* [ ] 图像模糊 * [ ] 图像模糊
* [ ] 闪光
* [ ] 波浪 * [ ] 波浪
* [ ] 雨滴 * [ ] 雨滴
* [ ] ... * [ ] ...
## 支持一下作者吧 ## 五、支持一下作者吧
如果此项目对你学习和理解Shader有帮助不妨支持一下我吧~ 如果此项目对你学习和理解Shader有帮助不妨支持一下我吧~

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 闪光(光速扫过)
// 原理(和点光的很类似):
// 1. 画光束
// 2. 圆心中间高亮(透明度=1.0),边缘不亮(透明度=0.0
// 3. 在原图像上方叠加光束
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 光束颜色
lightColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
type: color,
tooltip: "光束颜色"
}
}
# 光束中心点坐标
lightCenterPoint: {
value: [0.2, 0.2],
inspector: {
tooltip: "光束中心点坐标"
}
}
# 光束倾斜角度
lightAngle: {
value: 36.0,
inspctor: {
tooltip: "光束倾斜角度",
range: [0.0, 1.0],
}
}
# 光束宽度
lightWidth: {
value: 0.2,
inspector: {
tooltip: "光束宽度"
}
}
# 启用光束渐变
enableGradient: {
value: 1.0,
inspecator: {
tooltip: "是否启用光束渐变。0不启用非0启用"
}
}
# 裁剪掉透明区域上的光
cropAlpha: {
value: 1.0,
inspecator: {
tooltip: "是否裁剪透明区域上的光。0不启用非0启用"
}
}
# 是否启用迷雾效果
enableFog: {
value: 0.0,
inspecator: {
tooltip: "是否启用迷雾效果。0不启用非0启用"
}
}
}%
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 ENABLE_LIGHT
uniform Light {
// 光束颜色
vec4 lightColor;
// 光束中心点坐标
vec2 lightCenterPoint;
// 光束倾斜角度
float lightAngle;
// 光束宽度
float lightWidth;
// 启用光束渐变
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float enableGradient;
// 裁剪掉透明区域上的光
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float cropAlpha;
// 是否启用迷雾效果
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float enableFog;
}
/**
* 添加光束颜色
*/
vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {
// 边界值处理,没有宽度就返回原始颜色
if (lightWidth <= 0.0) {
return textureColor;
}
// 计算当前 uv 到 光束 的距离
float angleInRadians = radians(lightAngle);
// 角度0与非0不同处理
float dis = 0.0;
if (mod(lightAngle, 180.0) != 0.0) {
// 计算光束中心线下方与X轴交点的X坐标
// 1.0 - lightCenterPoint.y 是将转换为OpenGL坐标系下文的 1.0 - y 类似
float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));
// 以当前点画一条平行于X轴的线假设此线和光束中心线相交的点为D点
// 那么
// D.y = uv0.y
// D.x = lightOffsetX + D.y / tan(angle)
float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);
// D 到当前 uv0 的距离就是
// dis = |uv0.x - D.x|
float offsetDis = abs(v_uv0.x - dx);
// 当前点到光束中心线的的垂直距离就好算了
dis = sin(angleInRadians) * offsetDis;
} else {
dis = abs(v_uv0.y - lightCenterPoint.y);
}
float a = 1.0 ;
// 裁剪掉透明区域上的点光
if (bool(cropAlpha)) {
a *= step(0.01, textureColor.a);
}
// 裁剪掉光束范围外的uv迷雾效果
if (!bool(enableFog)) {
a *= step(dis, lightWidth * 0.5);
}
// 加入从中心往外渐变的效果
if (bool(enableGradient)) {
a *= 1.0 - dis / (lightWidth * 0.5);
}
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
vec4 finalLightColor = lightColor * a;
// 混合颜色:在原始图像颜色上叠加扩散颜色
return textureColor * textureColor.a + finalLightColor;
}
#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;
#if ENABLE_LIGHT
gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);
#endif
}
}%

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{
"ver": "1.0.23",
"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
"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 ENABLE_LIGHT\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\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 gl_FragColor = o;\n \n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\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 ENABLE_LIGHT\nuniform Light {\n\n vec4 lightColor;\n\n vec2 lightCenterPoint;\n\n float lightAngle;\n\n float lightWidth;\n\n float enableGradient;\n\n float cropAlpha;\n\n float enableFog;\n}\n\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\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 gl_FragColor = o;\n \n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}\n"
}
}
],
"subMetas": {}
}

View File

@@ -136,7 +136,8 @@ CCProgram fs %{
*/ */
float getColorAlpha(float angle, float dist) { float getColorAlpha(float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180) // 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180 // float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
float radian = radians(angle);
vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
return color.a; return color.a;
} }
@@ -149,8 +150,6 @@ CCProgram fs %{
* @return average alpha [0.0, 1.0] * @return average alpha [0.0, 1.0]
*/ */
float getAverageAlpha(float dist) { float getAverageAlpha(float dist) {
float totalAlpha = 0.0; float totalAlpha = 0.0;
// 以30度为一个单位那么「周边一圈」就由0到360度中共计12个点的组成 // 以30度为一个单位那么「周边一圈」就由0到360度中共计12个点的组成
totalAlpha += getColorAlpha(0.0, dist); totalAlpha += getColorAlpha(0.0, dist);

View File

@@ -5,11 +5,11 @@
{ {
"glsl1": { "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", "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 SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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 #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\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 SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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 #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\n"
}, },
"glsl3": { "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", "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 SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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 #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\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 SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\n */\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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 #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\n"
} }
} }
], ],

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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;
}
}%

View File

@@ -0,0 +1,17 @@
{
"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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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 点光/点扩散
// 原理:
// 1. 画圆
// 2. 圆心高亮(透明度=1.0),圆边缘不亮(透明度=0.0
// 3. 在原图像上方叠加圆
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 扩散颜色
centerColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
type: color,
tooltip: "发光颜色"
}
}
# 扩散起点坐标
centerPoint: {
value: [0.2, 0.2],
inspector: {
tooltip: "扩散起点坐标"
}
}
# 扩散半径
radius: {
value: 0.4,
inspector: {
tooltip: "扩散半径"
}
}
}%
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 ENABLE_DIFFUSION
uniform Diffusion {
// 扩散颜色
vec4 centerColor;
// 扩散起点坐标
vec2 centerPoint;
// 扩展半径
float radius;
// 裁剪掉透明区域上的点光
// ps编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
bool cropAlpha;
// 是否启用迷雾效果
// ps编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
bool enableFog;
}
/**
* 添加某个扩散点后混合后的纹理颜色
*/
vec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
// 计算当前 uv 到扩散起点的距离
float dis = distance(v_uv0, centerPoint);
float a = 1.0 ;
// 裁剪掉透明区域上的点光
if (cropAlpha) {
a *= step(0.01, textureColor.a);
}
// 裁剪掉扩散范围外的uv迷雾效果
if (!enableFog) {
a *= step(dis, radius);
}
// 加入从中心往外渐变的效果
a *= 1.0 - (dis / radius);
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
vec4 diffusionColor = centerColor * a;
// 混合颜色:在原始图像颜色上叠加扩散颜色
return textureColor * textureColor.a + diffusionColor;
}
#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;
#if ENABLE_DIFFUSION
gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);
#endif
}
}%

View File

@@ -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 ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform bool cropAlpha;\nuniform bool enableFog;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\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 ENABLE_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n\n bool cropAlpha;\n\n bool enableFog;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\n"
}
}
],
"subMetas": {}
}

View File

@@ -0,0 +1,144 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 圆角裁剪
// 原理https://www.cnblogs.com/jqm304775992/p/4987793.html
// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 圆角半径
roundCornerRadius: {
value: 0.1,
inspector: {
tooltip: "圆角半径",
range: [0.0, 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
#if ENABLE_ROUNDCORNER
uniform RoundCorner {
// 圆角半径
float roundCornerRadius;
}
#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 ENABLE_ROUNDCORNER
// 约束圆角半径范围在 [0.0, 0.5]
float radius = clamp(0.0, 0.5, roundCornerRadius);
// 将纹理uv往左下偏移实现偏移后的纹理中心点在 OpenGL 坐标系的原点
vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
// uv.x , uv.y : 为偏移后的的uv
// abs(uv.x) , abs(uv.y) : 将第二、三、四象限的点都投影到第一象限上,这样子只需要处理第一象限的情况就可以,简化判断
// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
// (rx, ry) : 偏移映射后的 新的uv 坐标,相对于 第一象限圆角坐在圆心坐标 的相对坐标
float rx = abs(uv.x) - (0.5 - radius);
float ry = abs(uv.y) - (0.5 - radius);
// 区分 以第一象限圆角所在圆心坐标为原点的坐标的四个象限
//
// 第一象限 mx = 1, my = 1
// 第二象限 mx = 0, my = 1
// 第三象限 mx = 0, my = 0
// 第四象限 mx = 1, my = 0
//
// 当 mx * my 时只要等于1那就是标识第一象限实际对应圆角区域所在矩形否则就是第二、三、四象限
float mx = step(0.5 - radius, abs(uv.x));
float my = step(0.5 - radius, abs(uv.y));
// 计算相对uv坐标到圆心的距离
float len = length(vec2(rx, ry));
// mx * my = 0 时代表非圆角区域a 值为1代表完全采用原始纹理的透明度
// mx * my = 1 时,代表园所所在矩形区域
// step(radius, len) 可以区分出圆角所在矩形区域的 圆角区域 和 非圆角区域
// 其中圆角区域值为0非圆角区域值为1
// 当为圆角区域时a 值为1代表完全采用原始纹理透明度
// 当为非圆角区域时a 值为0代表完全透明
// 至此已经实现圆角裁剪
//
// smoothstep(0., radius * 0.01, len - radius) 是用于抗锯齿优化
// 原理:针对点在非圆角区域的情况,针对点在大于「圆半径一点点」地方的区域,进行平滑过渡,以实现抗锯齿
// 其中,
// 「圆半径一点点」用 radius * 0.01 表示0.01 可自行改变)
// 点在大于圆半径的区域用 len - radius ,此值会在 [0.0, radius * 0.01] 之间时会平滑过渡
float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);
o = vec4(o.rgb, o.a * a);
#endif
gl_FragColor = o;
}
}%

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@@ -0,0 +1,17 @@
{
"ver": "1.0.23",
"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
"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 ENABLE_ROUNDCORNER\nuniform float roundCornerRadius;\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 ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\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 ENABLE_ROUNDCORNER\nuniform RoundCorner {\n\n float roundCornerRadius;\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 ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}\n"
}
}
],
"subMetas": {}
}

View File

@@ -0,0 +1,24 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6"
},
"_defines": {
"USE_TEXTURE": true,
"ENABLE_LIGHT": true
},
"_props": {
"lightColor": {
"__type__": "cc.Color",
"r": 255,
"g": 245,
"b": 0,
"a": 255
},
"lightAngle": 36,
"lightWidth": 0.2
}
}

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@@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "43a22f18-72fc-4399-b5ae-8305705861f4",
"dataAsSubAsset": null,
"subMetas": {}
}

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@@ -0,0 +1,14 @@
{
"__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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@@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "ee9df2cd-dc1c-4fa7-9ef6-b253eee81746",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@@ -11,7 +11,7 @@
"USE_MOSAIC": true "USE_MOSAIC": true
}, },
"_props": { "_props": {
"xBlockCount": 50, "xBlockCount": 40,
"yBlockCount": 50 "yBlockCount": 40
} }
} }

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@@ -0,0 +1,16 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53"
},
"_defines": {
"USE_TEXTURE": true,
"ENABLE_DIFFUSION": true
},
"_props": {
"radius": 0.4
}
}

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@@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "d88d982e-4ed7-4f90-9566-2ac2fef4bcb3",
"dataAsSubAsset": null,
"subMetas": {}
}

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@@ -0,0 +1,16 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "a4afedba-5234-44d7-9031-cba83051d521"
},
"_defines": {
"USE_TEXTURE": true,
"ENABLE_ROUNDCORNER": true
},
"_props": {
"roundCornerRadius": 0.1
}
}

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@@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310",
"dataAsSubAsset": null,
"subMetas": {}
}

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{
"ver": "1.2.5",
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

2062
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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@@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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@@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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@@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class FlashLightCtrlComponent extends cc.Component {
private _flashLightUBO: FlashLightUBO = new FlashLightUBO();
onEnable() {
this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.on("on_property_change", this._onPropertyChange, this);
}
onDisable() {
this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.off("on_property_change", this._onPropertyChange, this);
}
private _onTouchStart(event: cc.Event.EventTouch) {
this._onTouchMove(event);
}
private _onTouchMove(event: cc.Event.EventTouch) {
let touchPointInWorldSpace = event.getLocation();
let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
// 将触摸点转换为OPENGL坐标系并归一化
// OpenGl 坐标系原点在左上角
this._flashLightUBO.lightCenterPoint = cc.v2(
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
);
this._updateMaterial();
}
private _onPropertyChange(localDiffusionUniform: FlashLightUBO) {
this._flashLightUBO.lightColor = localDiffusionUniform.lightColor;
this._flashLightUBO.lightAngle = localDiffusionUniform.lightAngle;
this._flashLightUBO.lightWidth = localDiffusionUniform.lightWidth;
this._flashLightUBO.enableGradient = localDiffusionUniform.enableGradient;
this._flashLightUBO.cropAlpha = localDiffusionUniform.cropAlpha;
this._flashLightUBO.enableFog = localDiffusionUniform.enableFog;
this._updateMaterial();
}
private _updateMaterial() {
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("lightColor", this._flashLightUBO.lightColor);
material.setProperty("lightCenterPoint", this._flashLightUBO.lightCenterPoint);
material.setProperty("lightAngle", this._flashLightUBO.lightAngle);
material.setProperty("lightWidth", this._flashLightUBO.lightWidth);
material.setProperty("enableGradient", this._flashLightUBO.enableGradient);
material.setProperty("cropAlpha", this._flashLightUBO.cropAlpha);
material.setProperty("enableFog", this._flashLightUBO.enableFog);
renderComponent.setMaterial(0, material);
});
}
}
export class FlashLightUBO {
/**
* 中心点颜色
*/
lightColor: cc.Color = cc.Color.YELLOW;
/**
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
*/
lightCenterPoint: cc.Vec2 = cc.v2(0.5, 0.5);
/**
* 光束角度 [0.0, 180.0]
*/
lightAngle: number = 45;
/**
* 光束宽度 [0.0, +∞]
*/
lightWidth: number = 0.5;
/**
* 是否启用光束渐变
*/
enableGradient: boolean = true;
/**
* 是否裁剪掉透明区域上的点光
*/
cropAlpha: boolean = true;
/**
* 是否开启战争迷雾效果
*/
enableFog: boolean = false;
}

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{
"ver": "1.0.5",
"uuid": "3edca38f-0f12-489f-847a-0d89d9e55c6c",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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import FlashLightCtrlComponent, { FlashLightUBO } from "./FlashLightCtrlComponent";
const { ccclass, property } = cc._decorator;
@ccclass
export default class FlashLightEffectScene extends cc.Component {
private _redSlider: cc.Slider = null;
private _redSliderLabel: cc.Label = null;
private _greenSlider: cc.Slider = null;
private _greenSliderLabel: cc.Label = null;
private _blueSlider: cc.Slider = null;
private _blueSliderLabel: cc.Label = null;
private _alphaSlider: cc.Slider = null;
private _alphaSliderLabel: cc.Label = null;
private _lightWidthSlider: cc.Slider = null;
private _lightWidthSliderLabel: cc.Label = null;
private _lightAngleSlider: cc.Slider = null;
private _lightAngleSliderLabel: cc.Label = null;
private _enableGradientToggle: cc.Toggle = null;
private _cropAlphaToggle: cc.Toggle = null;
private _enableFogToggle: cc.Toggle = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._redSlider = cc.find("Canvas/Content/Controller/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Controller/ColorRedSlider/ValueLabel").getComponent(cc.Label);
this._greenSlider = cc.find("Canvas/Content/Controller/ColorGreenSlider/Slider").getComponent(cc.Slider);
this._greenSliderLabel = cc.find("Canvas/Content/Controller/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
this._blueSlider = cc.find("Canvas/Content/Controller/ColorBlueSlider/Slider").getComponent(cc.Slider);
this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
this._lightWidthSlider = cc.find("Canvas/Content/Controller/LightWidthSlider/Slider").getComponent(cc.Slider);
this._lightWidthSliderLabel = cc.find("Canvas/Content/Controller/LightWidthSlider/ValueLabel").getComponent(cc.Label);
this._lightAngleSlider = cc.find("Canvas/Content/Controller/LightAngleSlider/Slider").getComponent(cc.Slider);
this._lightAngleSliderLabel = cc.find("Canvas/Content/Controller/LightAngleSlider/ValueLabel").getComponent(cc.Label);
this._enableGradientToggle = cc.find("Canvas/Content/Controller/EnableGradientToggle/Toggle").getComponent(cc.Toggle);
this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
// 代码添加控制脚本
this._examplesParentNode = cc.find("Canvas/Content/Examples");
this._examplesParentNode.children.forEach(childNode => {
childNode.addComponent(FlashLightCtrlComponent);
});
}
onEnable() {
this._redSlider.node.on("slide", this._onPropertyChanged, this);
this._greenSlider.node.on("slide", this._onPropertyChanged, this);
this._blueSlider.node.on("slide", this._onPropertyChanged, this);
this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
this._lightWidthSlider.node.on("slide", this._onPropertyChanged, this);
this._lightAngleSlider.node.on("slide", this._onPropertyChanged, this);
this._enableGradientToggle.node.on("toggle", this._onPropertyChanged, this);
this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
}
onDisable() {
this._redSlider.node.off("slide", this._onPropertyChanged, this);
this._greenSlider.node.off("slide", this._onPropertyChanged, this);
this._blueSlider.node.off("slide", this._onPropertyChanged, this);
this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
this._lightWidthSlider.node.off("slide", this._onPropertyChanged, this);
this._lightAngleSlider.node.off("slide", this._onPropertyChanged, this);
this._enableGradientToggle.node.off("toggle", this._onPropertyChanged, this);
this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
}
start() {
this._onPropertyChanged();
}
private _onPropertyChanged() {
// 更新进度条值 Label 文本
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
this._lightWidthSliderLabel.string = `${this._lightWidthSlider.progress.toFixed(2)}`;
let angle = 180 * this._lightAngleSlider.progress;
this._lightAngleSliderLabel.string = `${this._lightAngleSlider.progress.toFixed(2)} | ${angle.toFixed(2)}`;
// 通知子节点更新材质
this._examplesParentNode.children.forEach(childNode => {
childNode.emit("on_property_change", <FlashLightUBO>{
lightColor: cc.color(
Math.round(255 * this._redSlider.progress),
Math.round(255 * this._greenSlider.progress),
Math.round(255 * this._blueSlider.progress),
Math.round(255 * this._alphaSlider.progress)
),
lightAngle: angle,
lightWidth: this._lightWidthSlider.progress,
enableGradient: this._enableGradientToggle.isChecked,
cropAlpha: this._cropAlphaToggle.isChecked,
enableFog: this._enableFogToggle.isChecked
});
});
}
}

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{
"ver": "1.0.5",
"uuid": "6d3aff77-2683-4417-8960-2a5fd5d0757c",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": 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
});
}
/**
* 更新渲染组件的材质
*
* 1. 获取材质
* 2. 给材质的 unitform 变量赋值
* 3. 重新将材质赋值回去
*/
private _updateRenderComponentMaterial(param: {
/**
* 灰化程度 [0.0, 1.0] 1.0 表示完全灰化
*/
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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const { ccclass, property } = cc._decorator;
@ccclass
export default class PointLightCtrlComponent extends cc.Component {
private _pointLightUBO: PointLightUBO = new PointLightUBO();
onEnable() {
this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.on("on_property_change", this._onPropertyChange, this);
}
onDisable() {
this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.off("on_property_change", this._onPropertyChange, this);
}
private _onTouchStart(event: cc.Event.EventTouch) {
this._onTouchMove(event);
}
private _onTouchMove(event: cc.Event.EventTouch) {
let touchPointInWorldSpace = event.getLocation();
let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
// 将触摸点转换为OPENGL坐标系并归一化
// OpenGl 坐标系原点在左上角
this._pointLightUBO.centerPoint = cc.v2(
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
);
this._updateMaterial();
}
private _onPropertyChange(pointLightUBO: PointLightUBO) {
this._pointLightUBO.centerColor = pointLightUBO.centerColor;
this._pointLightUBO.radius = pointLightUBO.radius;
this._pointLightUBO.cropAlpha = pointLightUBO.cropAlpha;
this._pointLightUBO.enableFog = pointLightUBO.enableFog;
this._updateMaterial();
}
private _updateMaterial() {
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("centerColor", this._pointLightUBO.centerColor);
material.setProperty("centerPoint", this._pointLightUBO.centerPoint);
material.setProperty("radius", this._pointLightUBO.radius);
material.setProperty("cropAlpha", this._pointLightUBO.cropAlpha);
material.setProperty("enableFog", this._pointLightUBO.enableFog);
renderComponent.setMaterial(0, material);
});
}
}
export class PointLightUBO {
/**
* 中心点颜色
*/
centerColor: cc.Color = cc.Color.YELLOW;
/**
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
*/
centerPoint: cc.Vec2 = cc.v2(0.5, 0.5);
/**
* 扩散半径 [0.0, 1.0]
*/
radius: number = 0.5;
/**
* 是否裁剪掉透明区域上的点光
*/
cropAlpha: boolean = true;
/**
* 是否开启战争迷雾效果
*/
enableFog: boolean = false;
}

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{
"ver": "1.0.5",
"uuid": "ababac41-a736-4cbf-ad03-248962dd06e7",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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import PointLightCtrlComponent, { PointLightUBO } from "./PointLightCtrlComponent";
const { ccclass, property } = cc._decorator;
@ccclass
export default class PointLightEffectScene extends cc.Component {
private _redSlider: cc.Slider = null;
private _redSliderLabel: cc.Label = null;
private _greenSlider: cc.Slider = null;
private _greenSliderLabel: cc.Label = null;
private _blueSlider: cc.Slider = null;
private _blueSliderLabel: cc.Label = null;
private _alphaSlider: cc.Slider = null;
private _alphaSliderLabel: cc.Label = null;
private _radiuSlider: cc.Slider = null;
private _radiuSliderLabel: cc.Label = null;
private _cropAlphaToggle: cc.Toggle = null;
private _enableFogToggle: cc.Toggle = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._redSlider = cc.find("Canvas/Content/Controller/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Controller/ColorRedSlider/ValueLabel").getComponent(cc.Label);
this._greenSlider = cc.find("Canvas/Content/Controller/ColorGreenSlider/Slider").getComponent(cc.Slider);
this._greenSliderLabel = cc.find("Canvas/Content/Controller/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
this._blueSlider = cc.find("Canvas/Content/Controller/ColorBlueSlider/Slider").getComponent(cc.Slider);
this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
this._radiuSlider = cc.find("Canvas/Content/Controller/RadiuSlider/Slider").getComponent(cc.Slider);
this._radiuSliderLabel = cc.find("Canvas/Content/Controller/RadiuSlider/ValueLabel").getComponent(cc.Label);
this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
// 代码添加控制脚本
this._examplesParentNode = cc.find("Canvas/Content/Examples");
this._examplesParentNode.children.forEach(childNode => {
childNode.addComponent(PointLightCtrlComponent);
});
}
onEnable() {
this._redSlider.node.on("slide", this._onPropertyChanged, this);
this._greenSlider.node.on("slide", this._onPropertyChanged, this);
this._blueSlider.node.on("slide", this._onPropertyChanged, this);
this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
this._radiuSlider.node.on("slide", this._onPropertyChanged, this);
this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
}
onDisable() {
this._redSlider.node.off("slide", this._onPropertyChanged, this);
this._greenSlider.node.off("slide", this._onPropertyChanged, this);
this._blueSlider.node.off("slide", this._onPropertyChanged, this);
this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
this._radiuSlider.node.off("slide", this._onPropertyChanged, this);
this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
}
start() {
this._onPropertyChanged();
}
private _onPropertyChanged() {
// 更新进度条值 Label 文本
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
this._radiuSliderLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
// 通知子节点更新材质
this._examplesParentNode.children.forEach(childNode => {
childNode.emit("on_property_change", <PointLightUBO>{
centerColor: cc.color(
Math.round(255 * this._redSlider.progress),
Math.round(255 * this._greenSlider.progress),
Math.round(255 * this._blueSlider.progress),
Math.round(255 * this._alphaSlider.progress)
),
radius: this._radiuSlider.progress,
cropAlpha: this._cropAlphaToggle.isChecked,
enableFog: this._enableFogToggle.isChecked
});
});
}
}

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{
"ver": "1.0.5",
"uuid": "3a212efa-8118-4c79-a0f7-a51f36262ff7",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class PreviewEffectScene extends cc.Component {
onLoad() {
// 关闭动态合图
cc.dynamicAtlasManager.enabled = false;
}
}

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{
"ver": "1.0.5",
"uuid": "7d1a13dd-0ba0-4812-b685-31d59a70ecef",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class RoundCornerCropEffectScene extends cc.Component {
private _roundCornerRadiuSlider: cc.Slider = null;
private _roundCornerRadiuLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
// 关闭动态合图
cc.dynamicAtlasManager.enabled = false;
this._roundCornerRadiuSlider = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/Slider").getComponent(cc.Slider);
this._roundCornerRadiuLabel = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples");
}
onEnable() {
this._roundCornerRadiuSlider.node.on("slide", this._onSliderChanged, this);
}
onDisable() {
this._roundCornerRadiuSlider.node.off("slide", this._onSliderChanged, this);
}
start() {
this._onSliderChanged();
}
private _onSliderChanged() {
this._roundCornerRadiuLabel.string = `${this._roundCornerRadiuSlider.progress.toFixed(2)}`;
// 更新材质
this._updateRenderComponentMaterial({
roundCornerRadius: this._roundCornerRadiuSlider.progress
});
}
/**
* 更新渲染组件的材质
*
* 1. 获取材质
* 2. 给材质的 unitform 变量赋值
* 3. 重新将材质赋值回去
*/
private _updateRenderComponentMaterial(param: {
/**
* 圆角半径 [0.0, 0.5] 0.5 表示圆形裁剪
*/
roundCornerRadius: number;
}) {
this._examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("roundCornerRadius", param.roundCornerRadius);
renderComponent.setMaterial(0, material);
});
});
}
}

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{
"ver": "1.0.5",
"uuid": "d3d2bee7-2173-436c-a11c-94a31b2054c2",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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{
"ver": "2.3.3",
"uuid": "caf42253-1569-497e-83da-2d1696f5866b",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"platformSettings": {},
"subMetas": {
"freedom": {
"ver": "1.0.4",
"uuid": "dbc8f785-d78b-4179-bfce-ffbf69396712",
"rawTextureUuid": "caf42253-1569-497e-83da-2d1696f5866b",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 755,
"height": 755,
"rawWidth": 755,
"rawHeight": 755,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

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