259 lines
7.8 KiB
Plaintext
259 lines
7.8 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# 自定义参数
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# 发光颜色
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glowColor: {
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value: [1.0, 1.0, 0.0, 1.0],
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editor: {
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type: color,
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tooltip: "发光颜色"
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}
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}
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# 发光宽度
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glowColorSize: {
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value: 0.2,
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editor: {
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tooltip: "发光宽度",
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range: [0.0, 1.0],
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}
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}
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# 发光透明度阈值
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# 只有超过这个透明度的点才会发光
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# 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下
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glowThreshold: {
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value: 0.1,
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editor: {
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tooltip: "发光阈值",
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range: [0.0, 1.0]
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}
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}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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#if SHOW_INNER_GLOW
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uniform glow {
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// 发光颜色
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vec4 glowColor;
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// 发光范围
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float glowColorSize;
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// 发光阈值
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float glowThreshold;
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// 特别地,必须是 vec4 先于 float 声明
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};
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/**
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* 获取纹理uv颜色
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*
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* 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)
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*
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* 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
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*
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* * 超出左边界的uv,返回 v_uv0.x = 0 的颜色
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* * 超出右边界的uv,返回 v_uv0.x = 1 的颜色
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* * 超出上边界的uv,返回 v_uv0.y = 1 的颜色
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* * 超出下边界的uv,返回 v_uv0.y = 0 的颜色
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*
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* 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
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*/
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vec4 getTextureColor(sampler2D texture, vec2 v_uv0) {
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if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture(texture, v_uv0);
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}
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/**
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* 获取指定角度方向,距离为xxx的像素的透明度
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*
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* @param angle 角度 [0.0, 360.0]
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* @param dist 距离 [0.0, 1.0]
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*
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* @return alpha [0.0, 1.0]
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*/
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float getColorAlpha(float angle, float dist) {
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// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
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// float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
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float radian = radians(angle);
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vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
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return color.a;
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}
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/**
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* 获取指定距离的周边像素的透明度平均值
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*
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* @param dist 距离 [0.0, 1.0]
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*
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* @return average alpha [0.0, 1.0]
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*/
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float getAverageAlpha(float dist) {
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float totalAlpha = 0.0;
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// 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
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totalAlpha += getColorAlpha(0.0, dist);
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totalAlpha += getColorAlpha(30.0, dist);
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totalAlpha += getColorAlpha(60.0, dist);
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totalAlpha += getColorAlpha(90.0, dist);
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totalAlpha += getColorAlpha(120.0, dist);
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totalAlpha += getColorAlpha(150.0, dist);
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totalAlpha += getColorAlpha(180.0, dist);
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totalAlpha += getColorAlpha(210.0, dist);
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totalAlpha += getColorAlpha(240.0, dist);
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totalAlpha += getColorAlpha(270.0, dist);
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totalAlpha += getColorAlpha(300.0, dist);
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totalAlpha += getColorAlpha(330.0, dist);
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return totalAlpha * 0.0833; // 1 / 12 = 0.08333
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}
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/**
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* 获取发光的透明度
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*/
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float getGlowAlpha() {
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// 如果发光宽度为0,直接返回0.0透明度,减少计算量
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if (glowColorSize == 0.0) {
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return 0.0;
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}
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// 因为我们是要做内发光,所以如果点本来是透明的或者接近透明的
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// 那么就意味着这个点是图像外的透明点或者图像内透明点(如空洞)之类的
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// 内发光的话,这些透明点我们不用处理,让它保持原样,否则就是会有内描边或者一点扩边的效果
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// 同时也是提前直接结束,减少计算量
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vec4 srcColor = getTextureColor(texture, v_uv0);
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if (srcColor.a <= glowThreshold) {
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return srcColor.a;
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}
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// 将传入的指定距离,平均分成10圈,求出每一圈的平均透明度,
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// 然后求和取平均值,那么就可以得到该点的平均透明度
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float totalAlpha = 0.0;
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totalAlpha += getAverageAlpha(glowColorSize * 0.1);
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totalAlpha += getAverageAlpha(glowColorSize * 0.2);
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totalAlpha += getAverageAlpha(glowColorSize * 0.3);
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totalAlpha += getAverageAlpha(glowColorSize * 0.4);
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totalAlpha += getAverageAlpha(glowColorSize * 0.5);
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totalAlpha += getAverageAlpha(glowColorSize * 0.6);
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totalAlpha += getAverageAlpha(glowColorSize * 0.7);
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totalAlpha += getAverageAlpha(glowColorSize * 0.8);
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totalAlpha += getAverageAlpha(glowColorSize * 0.9);
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totalAlpha += getAverageAlpha(glowColorSize * 1.0);
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return totalAlpha * 0.1;
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}
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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gl_FragColor = o;
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#if SHOW_INNER_GLOW
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// 目标颜色(图像)
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vec4 color_dest = o;
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// 获取发光透明度
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// 此时我们得到的是内部透明度为1,靠近边缘的为接近0的透明度,其他位置为0的透明度
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float alpha = getGlowAlpha();
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// 而内发光是从边缘开始的,那么什么算是边缘呢?
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// 如果图像边缘有大量渐变,那么如果我们取大于 0.0 点就算是图像内的话,那么可能边缘会出现锯齿
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// 因此为了确定边缘,引入了发光阈值,我们只需要比较一下发光阈值就可以,大于发光阈值的点都是(图像内)发光点
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if (alpha > glowThreshold) {
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// 内发光是从边缘发光的,是需要内部透明度为0,靠近边缘的接近1的透明度
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// 因此我们需要翻转一下透明度
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alpha = 1.0 - alpha;
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// 给点调料,让靠近边缘的更加亮
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alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
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}
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// 源颜色(内发光)
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vec4 color_src = glowColor * alpha;
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// 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色
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// 所以命名就是 color_src, color_dest
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// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
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// 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下:
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//
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// (内发光)color_src: GL_SRC_ALPHA
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// (原图像)color_dest: GL_ONE
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//
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// 即最终颜色如下:
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// color_src * GL_SRC_ALPHA + color_dest * GL_ONE
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gl_FragColor = color_src * color_src.a + color_dest;
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#endif
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}
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}%
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