Shader/assets/Resources/effect/Glowing.effect

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2022-07-25 03:11:37 +00:00
//外发光效果
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_edge: { value: 0.5 }
u_offset: { value: 0.01 }
u_edgeBlur: { value: 0.01 }
u_mixColor: { value: [1, 1, 1, 1], inspector: { type: color } }
u_edgeColor: { value: [1, 1, 1, 0], inspector: { type: color } }
}%
CCProgram vs %{
#include <cc-global>
precision highp float;
in vec4 a_position;
in vec2 a_uv0;
out vec2 uv0;
void main()
{
gl_Position = cc_matViewProj * a_position;
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS{
vec4 u_mixColor;
float u_edge;
};
// 是否边缘羽化
#if IS_Edge_Blur
uniform ARGS1{
float u_edgeBlur;
};
#endif
// 是否边缘发光(不要和羽化一起使用,会有边)
#if IS_EdgeGlowing
uniform ARGS2{
float u_offset;
};
#endif
// 是否使用边缘颜色
#if USE_EDGE_COLOR
uniform ARGS3{
vec4 u_edgeColor;
};
#endif
// 应用贴图颜色 画圆
vec4 drawCircle() {
float edge = u_edge;
float dis = 0.0;
float offset = 0.0;
vec2 uv = uv0;
// 是否边缘发光
#if IS_EdgeGlowing
offset = u_offset;
uv = vec2(0.5 + (uv0.x - 0.5) * ((offset*2.0) + 1.0), 0.5 + (uv0.y - 0.5) * ((offset*2.0) + 1.0));
#endif
if ( uv.x < edge )
{
if ( uv.y < edge )
{
dis = distance( uv, vec2(edge, edge) );
}
if ( uv.y > (1.0 - edge) )
{
dis = distance( uv, vec2(edge, (1.0 - edge)) );
}
}
else if ( uv.x > (1.0 - edge) )
{
if ( uv.y < edge )
{
dis = distance( uv, vec2((1.0 - edge), edge ) );
}
if ( uv.y > (1.0 - edge) )
{
dis = distance( uv, vec2((1.0 - edge), (1.0 - edge) ) );
}
}
// 混合外边颜色
vec4 color = u_mixColor * texture2D(texture,uv);
// 边缘颜色
vec4 edge_color = color;
// 边缘羽化,默认0.01,减少抗锯齿
float blur = 0.0;
// 是否边缘羽化
#if IS_Edge_Blur
blur = u_edgeBlur;
#endif
// 如果有外部颜色,重新定义 边缘颜色
#if USE_EDGE_COLOR
// 如果应用贴图颜色混合
#if USER_TEXTURE_COLOR
edge_color = u_edgeColor * texture2D(texture,uv);
#else
edge_color = u_edgeColor;
#endif
#endif
if(dis > 0.001)
{
// 外圈沟
float gap = edge * blur;
if(dis <= edge - gap)
{
color = color;
}
else if(dis <= edge)
{
// 平滑过渡: ret smoothstep(a, b, x) 可以用来生成0到1的平滑过渡.
float t = smoothstep(0.,gap,edge-dis);
// 边缘颜色和透明度
color = vec4(edge_color.rgb,t * edge_color.a);
}else{
// 隐藏不要的部分
// 是否边缘发光
#if IS_EdgeGlowing
color = vec4(edge_color.rgb, (offset - (dis - edge))/offset);
#else
color = vec4(edge_color.rgb,0.);
#endif
}
}
else
{
// 是否边缘发光
#if IS_EdgeGlowing
float absX = abs(uv.x - 0.5);
if(absX > 0.5)
{
color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);
}
else
{
float absY = abs(uv.y - 0.5);
if (absY > 0.5){
color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);
}
else{
color = color;
}
}
#else
color = color;
#endif
}
return color;
}
void main()
{
vec4 color = drawCircle();
gl_FragColor = color;
}
}%