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16
CHANGELOG.md
16
CHANGELOG.md
@@ -1,5 +1,21 @@
|
||||
# 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)
|
||||
|
||||
- 加入马赛克特效
|
||||
|
50
README.md
50
README.md
@@ -1,52 +1,76 @@
|
||||
# Cocos Creator Shader Effect Demo
|
||||
|
||||
[](CHANGELOG.md)
|
||||
[](CHANGELOG.md)
|
||||
[](LICENSE)
|
||||
[](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。
|
||||
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!**
|
||||
|
||||
## 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 - 1 - 材质,Effect,Inspector,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...
|
||||
|
||||
|
||||
## 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~
|
||||
|
||||
### 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)
|
||||
|
||||

|
||||
|
||||
### 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)
|
||||
|
||||

|
||||
|
||||
### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc))
|
||||
|
||||

|
||||
|
||||
### 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))
|
||||
|
||||

|
||||
|
||||
### 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))
|
||||
|
||||

|
||||
|
||||
### 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))
|
||||
|
||||

|
||||
|
||||
### 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)
|
||||
|
||||

|
||||
|
||||
### 外发光(完善中...)
|
||||
|
||||
### 外描边(完善中...)
|
||||
|
||||
## TODO
|
||||
## 四、TODO
|
||||
|
||||
* [ ] 图像裁剪
|
||||
* [ ] 图像模糊
|
||||
* [ ] 闪光
|
||||
* [ ] 波浪
|
||||
* [ ] 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~
|
||||
|
||||
|
235
assets/effects/sprite-flash-light.effect
Normal file
235
assets/effects/sprite-flash-light.effect
Normal file
@@ -0,0 +1,235 @@
|
||||
// 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
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-flash-light.effect.meta
Normal file
17
assets/effects/sprite-flash-light.effect.meta
Normal file
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"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": {}
|
||||
}
|
@@ -136,7 +136,8 @@ CCProgram fs %{
|
||||
*/
|
||||
float getColorAlpha(float angle, float dist) {
|
||||
// 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)));
|
||||
return color.a;
|
||||
}
|
||||
@@ -149,8 +150,6 @@ CCProgram fs %{
|
||||
* @return average alpha [0.0, 1.0]
|
||||
*/
|
||||
float getAverageAlpha(float dist) {
|
||||
|
||||
|
||||
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
|
||||
totalAlpha += getColorAlpha(0.0, dist);
|
||||
|
@@ -5,11 +5,11 @@
|
||||
{
|
||||
"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 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": {
|
||||
"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"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
110
assets/effects/sprite-gray.effect
Normal file
110
assets/effects/sprite-gray.effect
Normal file
@@ -0,0 +1,110 @@
|
||||
// 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;
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-gray.effect.meta
Normal file
17
assets/effects/sprite-gray.effect.meta
Normal 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": {}
|
||||
}
|
166
assets/effects/sprite-point-light.effect
Normal file
166
assets/effects/sprite-point-light.effect
Normal file
@@ -0,0 +1,166 @@
|
||||
// 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
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-point-light.effect.meta
Normal file
17
assets/effects/sprite-point-light.effect.meta
Normal 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": {}
|
||||
}
|
144
assets/effects/sprite-round-corner-crop.effect
Normal file
144
assets/effects/sprite-round-corner-crop.effect
Normal 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;
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-round-corner-crop.effect.meta
Normal file
17
assets/effects/sprite-round-corner-crop.effect.meta
Normal file
@@ -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": {}
|
||||
}
|
24
assets/materials/sprite-flash-light.mtl
Normal file
24
assets/materials/sprite-flash-light.mtl
Normal 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
|
||||
}
|
||||
}
|
6
assets/materials/sprite-flash-light.mtl.meta
Normal file
6
assets/materials/sprite-flash-light.mtl.meta
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "43a22f18-72fc-4399-b5ae-8305705861f4",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
14
assets/materials/sprite-gray.mtl
Normal file
14
assets/materials/sprite-gray.mtl
Normal file
@@ -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": {}
|
||||
}
|
6
assets/materials/sprite-gray.mtl.meta
Normal file
6
assets/materials/sprite-gray.mtl.meta
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "ee9df2cd-dc1c-4fa7-9ef6-b253eee81746",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
@@ -11,7 +11,7 @@
|
||||
"USE_MOSAIC": true
|
||||
},
|
||||
"_props": {
|
||||
"xBlockCount": 50,
|
||||
"yBlockCount": 50
|
||||
"xBlockCount": 40,
|
||||
"yBlockCount": 40
|
||||
}
|
||||
}
|
16
assets/materials/sprite-point-light.mtl
Normal file
16
assets/materials/sprite-point-light.mtl
Normal file
@@ -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
|
||||
}
|
||||
}
|
6
assets/materials/sprite-point-light.mtl.meta
Normal file
6
assets/materials/sprite-point-light.mtl.meta
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "d88d982e-4ed7-4f90-9566-2ac2fef4bcb3",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
16
assets/materials/sprite-round-corner-crop.mtl
Normal file
16
assets/materials/sprite-round-corner-crop.mtl
Normal file
@@ -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
|
||||
}
|
||||
}
|
6
assets/materials/sprite-round-corner-crop.mtl.meta
Normal file
6
assets/materials/sprite-round-corner-crop.mtl.meta
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
7640
assets/scenes/FlashLightEffectScene.fire
Executable file
7640
assets/scenes/FlashLightEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/FlashLightEffectScene.fire.meta
Normal file
7
assets/scenes/FlashLightEffectScene.fire.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
2062
assets/scenes/GrayEffectScene.fire
Executable file
2062
assets/scenes/GrayEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/GrayEffectScene.fire.meta
Normal file
7
assets/scenes/GrayEffectScene.fire.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
6290
assets/scenes/PointLightEffectScene.fire
Executable file
6290
assets/scenes/PointLightEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/PointLightEffectScene.fire.meta
Normal file
7
assets/scenes/PointLightEffectScene.fire.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
3013
assets/scenes/PreviewEffectScene.fire
Executable file
3013
assets/scenes/PreviewEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/PreviewEffectScene.fire.meta
Normal file
7
assets/scenes/PreviewEffectScene.fire.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
2159
assets/scenes/RoundCornerCropEffectScene.fire
Executable file
2159
assets/scenes/RoundCornerCropEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/RoundCornerCropEffectScene.fire.meta
Normal file
7
assets/scenes/RoundCornerCropEffectScene.fire.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
97
assets/scripts/FlashLightCtrlComponent.ts
Normal file
97
assets/scripts/FlashLightCtrlComponent.ts
Normal file
@@ -0,0 +1,97 @@
|
||||
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;
|
||||
}
|
9
assets/scripts/FlashLightCtrlComponent.ts.meta
Normal file
9
assets/scripts/FlashLightCtrlComponent.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "3edca38f-0f12-489f-847a-0d89d9e55c6c",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
111
assets/scripts/FlashLightEffectScene.ts
Normal file
111
assets/scripts/FlashLightEffectScene.ts
Normal file
@@ -0,0 +1,111 @@
|
||||
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
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/FlashLightEffectScene.ts.meta
Normal file
9
assets/scripts/FlashLightEffectScene.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "6d3aff77-2683-4417-8960-2a5fd5d0757c",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
59
assets/scripts/GrayEffectScene.ts
Normal file
59
assets/scripts/GrayEffectScene.ts
Normal file
@@ -0,0 +1,59 @@
|
||||
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);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/GrayEffectScene.ts.meta
Normal file
9
assets/scripts/GrayEffectScene.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "0b2ee60e-d226-44af-bfcf-95b75266e51f",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
83
assets/scripts/PointLightCtrlComponent.ts
Normal file
83
assets/scripts/PointLightCtrlComponent.ts
Normal file
@@ -0,0 +1,83 @@
|
||||
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;
|
||||
}
|
9
assets/scripts/PointLightCtrlComponent.ts.meta
Normal file
9
assets/scripts/PointLightCtrlComponent.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "ababac41-a736-4cbf-ad03-248962dd06e7",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
94
assets/scripts/PointLightEffectScene.ts
Normal file
94
assets/scripts/PointLightEffectScene.ts
Normal file
@@ -0,0 +1,94 @@
|
||||
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
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/PointLightEffectScene.ts.meta
Normal file
9
assets/scripts/PointLightEffectScene.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "3a212efa-8118-4c79-a0f7-a51f36262ff7",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
9
assets/scripts/PreviewEffectScene.ts
Normal file
9
assets/scripts/PreviewEffectScene.ts
Normal file
@@ -0,0 +1,9 @@
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class PreviewEffectScene extends cc.Component {
|
||||
onLoad() {
|
||||
// 关闭动态合图
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
}
|
||||
}
|
9
assets/scripts/PreviewEffectScene.ts.meta
Normal file
9
assets/scripts/PreviewEffectScene.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "7d1a13dd-0ba0-4812-b685-31d59a70ecef",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
62
assets/scripts/RoundCornerCropEffectScene.ts
Normal file
62
assets/scripts/RoundCornerCropEffectScene.ts
Normal file
@@ -0,0 +1,62 @@
|
||||
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);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/RoundCornerCropEffectScene.ts.meta
Normal file
9
assets/scripts/RoundCornerCropEffectScene.ts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "d3d2bee7-2173-436c-a11c-94a31b2054c2",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
BIN
assets/textures/freedom.jpg
Normal file
BIN
assets/textures/freedom.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 160 KiB |
34
assets/textures/freedom.jpg.meta
Normal file
34
assets/textures/freedom.jpg.meta
Normal file
@@ -0,0 +1,34 @@
|
||||
{
|
||||
"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": {}
|
||||
}
|
||||
}
|
||||
}
|
BIN
static/effects/2d-sprite-flash-light.gif
Normal file
BIN
static/effects/2d-sprite-flash-light.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 MiB |
BIN
static/effects/2d-sprite-gray.gif
Normal file
BIN
static/effects/2d-sprite-gray.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 374 KiB |
BIN
static/effects/2d-sprite-point-light.gif
Normal file
BIN
static/effects/2d-sprite-point-light.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.5 MiB |
BIN
static/effects/2d-sprite-round-corner-crop.gif
Normal file
BIN
static/effects/2d-sprite-round-corner-crop.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 267 KiB |
Reference in New Issue
Block a user