[add] First

This commit is contained in:
建喵 2022-07-25 11:11:37 +08:00
commit 0b3011e6ef
75 changed files with 29513 additions and 0 deletions

53
.gitignore vendored Normal file
View File

@ -0,0 +1,53 @@
#/////////////////////////////////////////////////////////////////////////////
# Fireball Projects
#/////////////////////////////////////////////////////////////////////////////
/library/
/temp/
/local/
/build/
#/////////////////////////////////////////////////////////////////////////////
# npm files
#/////////////////////////////////////////////////////////////////////////////
npm-debug.log
node_modules/
#/////////////////////////////////////////////////////////////////////////////
# Logs and databases
#/////////////////////////////////////////////////////////////////////////////
*.log
*.sql
*.sqlite
#/////////////////////////////////////////////////////////////////////////////
# files for debugger
#/////////////////////////////////////////////////////////////////////////////
*.sln
*.csproj
*.pidb
*.unityproj
*.suo
#/////////////////////////////////////////////////////////////////////////////
# OS generated files
#/////////////////////////////////////////////////////////////////////////////
.DS_Store
ehthumbs.db
Thumbs.db
#/////////////////////////////////////////////////////////////////////////////
# WebStorm files
#/////////////////////////////////////////////////////////////////////////////
.idea/
#//////////////////////////
# VS Code files
#//////////////////////////
.vscode/

200
README.md Normal file
View File

@ -0,0 +1,200 @@
# Cosos Creator 2.2.X shader 教程
## 前言
自己之前要做shader的一些效果发现cocos相关文档很少后面在论坛看帖子慢慢摸索了几周也踩了几个坑耽误了一些功夫
现在把自己总结的一些笔记和大家分享讨论一下,有什么错误或者不足的欢迎提建议,自己也还是个刚入门的,希望可以帮到一些想着手的童鞋,也算是回馈社区
## 几个简单的效果
[查看demo代码](https://github.com/XuDaFei/CocosCreator-2.2.X-shader-demo)
![shader使用流程](/readme_pic/shader.png)
## 新建 shader 资源
### 编辑器中:
在 Creator 中新建所需的 matrial、effect, 并且在 material 中设置对应的 effct 资源
### 代码中:
你需要在creator.d.ts 中添加几个接口来防止 ts 报错(不加只是爆红,不影响使用)
```typescript
export class Material extends Asset {
effectAsset: Asset; //材质对应的effect资源
define(name: string, val: any): void; //设置宏定义
setProperty(name:string, val: any); //设置变量
static getBuiltinMaterial(materialUrl: string): Material //获取系统的材质
{
}
}
export class EffectAsset extends Asset
{
}
```
设置材质的接口
```typescript
/** !#en
Base class for components which supports rendering features.
!#zh
所有支持渲染的组件的基类 */
export class RenderComponent extends Component
{
/** !#en The materials used by this render component.
!#zh 渲染组件使用的材质。 */
sharedMaterials: Material[];
/**
!#en Get the material by index.
!#zh 根据指定索引获取材质
@param index index
*/
getMaterial(index: number): Material;
/**
!#en Set the material by index.
!#zh 根据指定索引设置材质
@param index index
@param material material
*/
setMaterial(index: number,material: Material): void;
}
```
你可以用上面的几个接口来加载对应 effect 和 material设置属性设置对应的材质到对应的组件上
只要是继承了 RenderComponent 的组件比如是Sprite, Label, Spine等都可以设置和获取材质
## Effect 资源和 Matrial 资源
EffectAsset 就是保存我们自己编写的 shader 程序, 在引擎中对应着 EffectAsset 资源, 引擎读取渲染组件中的 effect 配置,并设置
对应渲染数据后调用WebGL的API进行渲染。
Creator 2.2 版本已经更新了 effect 文件的格式,关于 Matrial 和 Effect 的可以参考 [Cocos Creator 3D文档](https://docs.cocos.com/creator3d/manual/zh/material-system/overview.html)
这里用一个最简单的栗子来介绍一下
```yaml
CCEffect %{
techniques:
- passes:
- vert: vs //指向vert shader
frag: fs //指向frag shader
blendState: //渲染参数
targets:
- blend: true
rasterizerState:
cullMode: none
properties: //变量,会显示在 material 面板 上
texture: { value: white }
u_time: { value: 1.0 }
}%
CCProgram vs %{ //顶点着色器GLSL 300 es格式
#include <cc-global> //引用头文件cc_matViewProj 变换矩阵就是在里面的变量
precision highp float; //定义精度
in vec3 a_position; //顶点位置
in vec2 a_uv0; //uv 坐标
out vec2 uv0; //插值输出到片元的uv 坐标
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{ //片元着色器
precision highp float; //定义精度
uniform sampler2D texture; //纹理
uniform ARGS { //除了系统的uniform ,其他uniform 变量都要定义在UBO(统一变量块)内
//时间 根据时间计算需要丢弃的像素颜色值范围,也就是溶解的范围
float u_time;
}
in vec2 uv0;
void main()
{
float time = u_time;
vec4 c = texture2D(texture,uv0); //用纹理和uv坐标采样到对应片元的颜色
float height = c.g;
if(height < time)
{
//丢弃像素,相当于溶解效果
discard;
}
if(height < time + 0.1) {
//这里可以对溶解边缘进行一些处理,比如透明度减少等
c.a = c.a-0.1;
}
//给片元(像素)赋值
gl_FragColor = c;
}
}%
```
Material 只需要在编辑器或者代码中设置对应的effect。在初始化和运行的时候设置对应的变量
## 运行
像溶解和流光等效果都需要在运行的代码中更新对应的时间参数,下面也举个小栗子
```typescript
const {ccclass,property} = cc._decorator;
@ccclass
export default class ShaderTime extends cc.Component
{
/**记录时间 */
private time: number;
/**精灵上的材质 */
private material: any;
private IsAdd: boolean;
/**时间参数 */
@property(cc.Float)
speed: number = 1.0;
start()
{
this.time = 0;
this.IsAdd = true;
this.material = this.node.getComponent(cc.Sprite).getMaterial(0); //获取材质
}
update(dt)
{
this.material.setProperty("u_time",this.time); //设置材质对应的属性
this.IsAdd ? this.time += dt * this.speed : this.time -= dt * this.speed;
if(this.time > 1.5)
{
this.IsAdd = false;
}
else if(this.time < -0.5)
{
this.IsAdd = true;
}
}
}
```
## 关于合图导致web和模拟器显示不一致的BUG
![合图错误](/readme_pic/hetucuowu.png)
原因: Cocos 会把小于512*512的碎图自动合图以减少DrawCall而effect中接收到的uv 坐标是整个合图的uv, 导致需要用到uv坐标的effect在自动合图下显示不正确。
解决办法:
- 关闭自动合图
ps: 在Cocos Creator 2.1.3和2.2.0 以上都支持单独取消某个纹理的合图
- 手动获取当前sprite 的纹理uv坐标传入到effect(无需取消自动合图)
```typescript
//获取UV位置到Effect
let frame = sprite.spriteFrame as any;
let l = 0,r = 0,b = 1,t = 1;
l = frame.uv[0];
t = frame.uv[5];
r = frame.uv[6];
b = frame.uv[3];
let u_UVoffset = new cc.Vec4(l,t,r,b);
let u_rotated = frame.isRotated() ? 1.0 : 0.0;
this._material.setProperty("u_UVoffset",u_UVoffset);
this._material.setProperty("u_rotated",u_rotated);
//在Effect 中接受u_UVoffset u_rotated 后重新设置UV
vec2 UVnormalize;
UVnormalize.x = (uv0.x-u_UVoffset.x)/(u_UVoffset.z-u_UVoffset.x);
UVnormalize.y = (uv0.y-u_UVoffset.y)/(u_UVoffset.w-u_UVoffset.y);
if(u_rotated > 0.5)
{
float temp = UVnormalize.x;
UVnormalize.x = UVnormalize.y;
UVnormalize.y = 1.0 - temp;
}
```
## 总结
有了材质和Effect以后cocos使用shader 更加直观了。
移植一个需要shader 效果其实也只是在effect文件中设置好变量修改一下shader 的代码片段语法,最后在代码或面板中设置参数即可
当然里面可能会有一些不兼容的属性或者一些细节的问题
## 学习Shader
- [OpenGL 教程](https://learnopengl-cn.github.io/intro/) 手把手教学,我自己之前也是看这个,良心教程!
- [WebGL 教程](https://webglfundamentals.org/webgl/lessons/zh_cn/)
- [GLSL语法](https://thebookofshaders.com/02/?lan=ch)

12
assets/Resources.meta Normal file
View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "c04aeca1-cbce-4add-9ff9-5dd17296b80b",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "d0b017f7-a6cf-4ac2-a7bb-7f12651d3b10",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,82 @@
//高斯模糊效果(在华为P6上不生效)
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_degree: { value: 0.03 }
u_brightness: { value: 1.0 }
}%
CCProgram vs %{ // 顶点Shader模块开始
#include <cc-global>
precision highp float; //定义float高精度
in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
in vec2 a_uv0; // 纹理坐标;
out vec2 uv0; // 传递给着色Shadervarying 来修饰,进行插值
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
#define repeats 5. //重复次数,值越大模糊质量越高,但性能越低
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS{
float u_degree; //模糊度,外界属性
float u_brightness; //亮度,外界属性
};
// 应用贴图UV
vec4 draw(vec2 uv) {
return texture2D(texture,uv).rgba;
}
float grid(float var, float size) {
return floor(var*size)/size;
}
// 降低亮度
vec4 dim(vec4 col, float factor) {
return vec4(col.r * factor, col.g * factor, col.b * factor, col.a);
}
// 随机值
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main()
{
// 模糊贴图
vec4 blurred_image = vec4(0.);
// 重复采样
for (float i = 0.; i < repeats; i++) {
// 第一采样点
vec2 q = vec2(cos(degrees((i/repeats)*360.)),sin(degrees((i/repeats)*360.))) * (rand(vec2(i,uv0.x+uv0.y))+u_degree);
vec2 uv2 = uv0+(q*u_degree);
blurred_image += draw(uv2)/2.;
// 第二采样点
q = vec2(cos(degrees((i/repeats)*360.)),sin(degrees((i/repeats)*360.))) * (rand(vec2(i+2.,uv0.x+uv0.y+24.))+u_degree);
uv2 = uv0+(q*u_degree);
blurred_image += draw(uv2)/2.;
}
// 中和
blurred_image /= repeats;
// 降低亮度
blurred_image = dim(blurred_image, u_brightness);
// 导出颜色
gl_FragColor = vec4(blurred_image);
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "d64b960e-910a-4f6a-a413-b37932350ea6",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform float u_degree;\nuniform float u_brightness;\nvec4 draw(vec2 uv) {\n return texture2D(texture,uv).rgba;\n}\nvec4 dim(vec4 col, float factor) {\n return vec4(col.r * factor, col.g * factor, col.b * factor, col.a);\n}\nfloat rand(vec2 co){\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\nvoid main()\n{\n vec4 blurred_image = vec4(0.);\n for (float i = 0.; i < 5.; i++) {\n vec2 q = vec2(cos(degrees((i/5.)*360.)),sin(degrees((i/5.)*360.))) * (rand(vec2(i,uv0.x+uv0.y))+u_degree);\n vec2 uv2 = uv0+(q*u_degree);\n blurred_image += draw(uv2)/2.;\n q = vec2(cos(degrees((i/5.)*360.)),sin(degrees((i/5.)*360.))) * (rand(vec2(i+2.,uv0.x+uv0.y+24.))+u_degree);\n uv2 = uv0+(q*u_degree);\n blurred_image += draw(uv2)/2.;\n }\n blurred_image /= 5.;\n blurred_image = dim(blurred_image, u_brightness);\n gl_FragColor = vec4(blurred_image);\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS{\n float u_degree;\n float u_brightness;\n};\nvec4 draw(vec2 uv) {\n return texture2D(texture,uv).rgba;\n}\nvec4 dim(vec4 col, float factor) {\n return vec4(col.r * factor, col.g * factor, col.b * factor, col.a);\n}\nfloat rand(vec2 co){\n return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\nvoid main()\n{\n vec4 blurred_image = vec4(0.);\n for (float i = 0.; i < 5.; i++) {\n vec2 q = vec2(cos(degrees((i/5.)*360.)),sin(degrees((i/5.)*360.))) * (rand(vec2(i,uv0.x+uv0.y))+u_degree);\n vec2 uv2 = uv0+(q*u_degree);\n blurred_image += draw(uv2)/2.;\n q = vec2(cos(degrees((i/5.)*360.)),sin(degrees((i/5.)*360.))) * (rand(vec2(i+2.,uv0.x+uv0.y+24.))+u_degree);\n uv2 = uv0+(q*u_degree);\n blurred_image += draw(uv2)/2.;\n }\n blurred_image /= 5.;\n blurred_image = dim(blurred_image, u_brightness);\n gl_FragColor = vec4(blurred_image);\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,58 @@
//高斯模糊2
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_resolution: { value: [1280,720] }
}%
CCProgram vs %{
#include <cc-global>
precision highp float; // 定义float高精度
in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
in vec2 a_uv0; // 纹理坐标;
out vec2 uv0; // 传递给着色Shadervarying 来修饰,进行插值
void main () {
vec4 pos = cc_matViewProj * vec4(a_position, 1);
gl_Position = pos;
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision mediump float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS {
vec2 u_resolution;
float strength;
};
const float blurRadius = 7.0;
void main()
{
vec2 unit = 1.0 / u_resolution; //单位坐标
vec3 sumColor = vec3(0.0, 0.0, 0.0);
float count = 0.0;
vec4 col = vec4(0.0);
for(float fy = -blurRadius; fy <= blurRadius; ++fy)
{
for(float fx = -blurRadius; fx <= blurRadius; ++fx)
{
float weight = (blurRadius - abs(fx)) * (blurRadius - abs(fy)); //权重p点的权重最高向四周依次减少
col += texture2D(texture, uv0 + vec2(fx * unit.x, fy * unit.y)) * weight;
count += weight;
}
}
col.a = texture2D(texture, uv0).a;
gl_FragColor = vec4(col.rgb / count, col.a);
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "14e64f7c-87c8-459a-ad37-6c773ceea4e6",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n gl_Position = pos;\n uv0 = a_uv0;\n}",
"frag": "\nprecision mediump float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform vec2 u_resolution;\nconst float blurRadius = 7.0;\nvoid main()\n{\n vec2 unit = 1.0 / u_resolution;\n vec3 sumColor = vec3(0.0, 0.0, 0.0);\n float count = 0.0;\n vec4 col = vec4(0.0);\n for(float fy = -blurRadius; fy <= blurRadius; ++fy)\n {\n for(float fx = -blurRadius; fx <= blurRadius; ++fx)\n {\n float weight = (blurRadius - abs(fx)) * (blurRadius - abs(fy));\n col += texture2D(texture, uv0 + vec2(fx * unit.x, fy * unit.y)) * weight;\n count += weight;\n }\n }\n col.a = texture2D(texture, uv0).a;\n gl_FragColor = vec4(col.rgb / count, col.a);\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n vec4 pos = cc_matViewProj * vec4(a_position, 1);\n gl_Position = pos;\n uv0 = a_uv0;\n}",
"frag": "\nprecision mediump float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS {\n vec2 u_resolution;\n float strength;\n};\nconst float blurRadius = 7.0;\nvoid main()\n{\n vec2 unit = 1.0 / u_resolution;\n vec3 sumColor = vec3(0.0, 0.0, 0.0);\n float count = 0.0;\n vec4 col = vec4(0.0);\n for(float fy = -blurRadius; fy <= blurRadius; ++fy)\n {\n for(float fx = -blurRadius; fx <= blurRadius; ++fx)\n {\n float weight = (blurRadius - abs(fx)) * (blurRadius - abs(fy));\n col += texture2D(texture, uv0 + vec2(fx * unit.x, fy * unit.y)) * weight;\n count += weight;\n }\n }\n col.a = texture2D(texture, uv0).a;\n gl_FragColor = vec4(col.rgb / count, col.a);\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,56 @@
//溶解特效
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_time: { value: 1.0 }
}%
CCProgram vs %{
#include <cc-global>
precision highp float;
in vec3 a_position;
in vec2 a_uv0;
out vec2 uv0;
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision highp float; //定义高精度
uniform sampler2D texture; //纹理
uniform ARGS {
//时间 根据时间计算需要丢弃的像素颜色值范围,也就是溶解的范围
float u_time;
};
in vec2 uv0;
void main()
{
float time = u_time;
vec4 c = texture2D(texture,uv0);
float height = c.g;
if(height < time)
{
//丢弃像素,相当于溶解效果
discard;
}
if(height < time + 0.1) {
//这里可以对溶解边缘进行一些处理,比如透明度减少等
c.a = c.a-0.1;
}
//给片元(像素)赋值
gl_FragColor = c;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "ed4b64c1-0535-4ae5-9648-4acb0a4c0fd8",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\n attribute vec3 a_position;\n attribute vec2 a_uv0;\n varying vec2 uv0;\n void main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n }",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform float u_time;\nvarying vec2 uv0;\nvoid main()\n{\n float time = u_time;\n vec4 c = texture2D(texture,uv0);\n float height = c.g;\n if(height < time)\n {\n discard;\n }\n if(height < time + 0.1) {\n c.a = c.a-0.1;\n }\n gl_FragColor = c;\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\n in vec3 a_position;\n in vec2 a_uv0;\n out vec2 uv0;\n void main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n }",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform ARGS {\n float u_time;\n};\nin vec2 uv0;\nvoid main()\n{\n float time = u_time;\n vec4 c = texture2D(texture,uv0);\n float height = c.g;\n if(height < time)\n {\n discard;\n }\n if(height < time + 0.1) {\n c.a = c.a-0.1;\n }\n gl_FragColor = c;\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,182 @@
//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;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "0f9457ac-e49b-4ec4-bd74-11b0eabbdb4d",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec4 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main()\n{\n gl_Position = cc_matViewProj * a_position;\n uv0 = a_uv0;\n}",
"frag": "\n precision highp float;\n varying vec2 uv0;\n uniform sampler2D texture;\n uniform vec4 u_mixColor;\nuniform float u_edge;\n#if IS_Edge_Blur\n uniform float u_edgeBlur;\n#endif\n#if IS_EdgeGlowing\n uniform float u_offset;\n#endif\n#if USE_EDGE_COLOR\n uniform vec4 u_edgeColor;\n#endif\nvec4 drawCircle() {\n float edge = u_edge;\n float dis = 0.0;\n float offset = 0.0;\n vec2 uv = uv0;\n#if IS_EdgeGlowing\n offset = u_offset;\n uv = vec2(0.5 + (uv0.x - 0.5) * ((offset*2.0) + 1.0), 0.5 + (uv0.y - 0.5) * ((offset*2.0) + 1.0));\n#endif\n if ( uv.x < edge )\n {\n if ( uv.y < edge )\n {\n dis = distance( uv, vec2(edge, edge) );\n }\n if ( uv.y > (1.0 - edge) )\n {\n dis = distance( uv, vec2(edge, (1.0 - edge)) );\n }\n }\n else if ( uv.x > (1.0 - edge) )\n {\n if ( uv.y < edge )\n {\n dis = distance( uv, vec2((1.0 - edge), edge ) );\n }\n if ( uv.y > (1.0 - edge) )\n {\n dis = distance( uv, vec2((1.0 - edge), (1.0 - edge) ) );\n }\n }\n vec4 color = u_mixColor * texture2D(texture,uv);\n vec4 edge_color = color;\n float blur = 0.0;\n #if IS_Edge_Blur\n blur = u_edgeBlur;\n #endif\n #if USE_EDGE_COLOR\n #if USER_TEXTURE_COLOR\n edge_color = u_edgeColor * texture2D(texture,uv);\n #else\n edge_color = u_edgeColor;\n #endif\n #endif\n if(dis > 0.001)\n {\n float gap = edge * blur;\n if(dis <= edge - gap)\n {\n color = color;\n }\n else if(dis <= edge)\n {\n float t = smoothstep(0.,gap,edge-dis);\n color = vec4(edge_color.rgb,t * edge_color.a);\n }else{\n #if IS_EdgeGlowing\n color = vec4(edge_color.rgb, (offset - (dis - edge))/offset);\n #else\n color = vec4(edge_color.rgb,0.);\n #endif\n }\n }\n else\n {\n #if IS_EdgeGlowing\n float absX = abs(uv.x - 0.5);\n if(absX > 0.5)\n {\n color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);\n }\n else\n {\n float absY = abs(uv.y - 0.5);\n if (absY > 0.5){\n color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);\n }\n else{\n color = color;\n }\n }\n #else\n color = color;\n #endif\n }\n return color;\n}\n void main()\n {\n vec4 color = drawCircle();\n gl_FragColor = color;\n }"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec4 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main()\n{\n gl_Position = cc_matViewProj * a_position;\n uv0 = a_uv0;\n}",
"frag": "\n precision highp float;\n in vec2 uv0;\n uniform sampler2D texture;\n uniform ARGS{\n vec4 u_mixColor;\n float u_edge;\n };\n#if IS_Edge_Blur\n uniform ARGS1{\n float u_edgeBlur;\n };\n#endif\n#if IS_EdgeGlowing\n uniform ARGS2{\n float u_offset;\n };\n#endif\n#if USE_EDGE_COLOR\n uniform ARGS3{\n vec4 u_edgeColor;\n };\n#endif\nvec4 drawCircle() {\n float edge = u_edge;\n float dis = 0.0;\n float offset = 0.0;\n vec2 uv = uv0;\n#if IS_EdgeGlowing\n offset = u_offset;\n uv = vec2(0.5 + (uv0.x - 0.5) * ((offset*2.0) + 1.0), 0.5 + (uv0.y - 0.5) * ((offset*2.0) + 1.0));\n#endif\n if ( uv.x < edge )\n {\n if ( uv.y < edge )\n {\n dis = distance( uv, vec2(edge, edge) );\n }\n if ( uv.y > (1.0 - edge) )\n {\n dis = distance( uv, vec2(edge, (1.0 - edge)) );\n }\n }\n else if ( uv.x > (1.0 - edge) )\n {\n if ( uv.y < edge )\n {\n dis = distance( uv, vec2((1.0 - edge), edge ) );\n }\n if ( uv.y > (1.0 - edge) )\n {\n dis = distance( uv, vec2((1.0 - edge), (1.0 - edge) ) );\n }\n }\n vec4 color = u_mixColor * texture2D(texture,uv);\n vec4 edge_color = color;\n float blur = 0.0;\n #if IS_Edge_Blur\n blur = u_edgeBlur;\n #endif\n #if USE_EDGE_COLOR\n #if USER_TEXTURE_COLOR\n edge_color = u_edgeColor * texture2D(texture,uv);\n #else\n edge_color = u_edgeColor;\n #endif\n #endif\n if(dis > 0.001)\n {\n float gap = edge * blur;\n if(dis <= edge - gap)\n {\n color = color;\n }\n else if(dis <= edge)\n {\n float t = smoothstep(0.,gap,edge-dis);\n color = vec4(edge_color.rgb,t * edge_color.a);\n }else{\n #if IS_EdgeGlowing\n color = vec4(edge_color.rgb, (offset - (dis - edge))/offset);\n #else\n color = vec4(edge_color.rgb,0.);\n #endif\n }\n }\n else\n {\n #if IS_EdgeGlowing\n float absX = abs(uv.x - 0.5);\n if(absX > 0.5)\n {\n color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);\n }\n else\n {\n float absY = abs(uv.y - 0.5);\n if (absY > 0.5){\n color = vec4( edge_color.rgb, (offset - (absX - 0.5))/offset);\n }\n else{\n color = color;\n }\n }\n #else\n color = color;\n #endif\n }\n return color;\n}\n void main()\n {\n vec4 color = drawCircle();\n gl_FragColor = color;\n }"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,48 @@
//马赛克
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_resolution: { value: [1280,720] }
u_mosaicSize: { value: 12 }
}%
CCProgram vs %{
#include <cc-global>
precision highp float;
in vec3 a_position;
in vec2 a_uv0;
out vec2 uv0;
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS {
vec2 u_resolution;
float u_mosaicSize;
};
void main(void)
{
vec4 color;
vec2 xy = vec2(uv0.x * u_resolution.x, uv0.y * u_resolution.y);
vec2 xyMosaic = vec2(floor(xy.x / u_mosaicSize) * u_mosaicSize, floor(xy.y / u_mosaicSize) * u_mosaicSize);
vec2 uvMosaic = vec2(xyMosaic.x / u_resolution.x, xyMosaic.y / u_resolution.y);
color = texture2D( texture, uvMosaic);
gl_FragColor = color;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "8b12cd41-6673-45b2-8e81-f77078e331b4",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform vec2 u_resolution;\nuniform float u_mosaicSize;\nvoid main(void)\n{\n vec4 color;\n vec2 xy = vec2(uv0.x * u_resolution.x, uv0.y * u_resolution.y);\n vec2 xyMosaic = vec2(floor(xy.x / u_mosaicSize) * u_mosaicSize, floor(xy.y / u_mosaicSize) * u_mosaicSize);\n vec2 uvMosaic = vec2(xyMosaic.x / u_resolution.x, xyMosaic.y / u_resolution.y);\n color = texture2D( texture, uvMosaic);\n gl_FragColor = color;\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS {\n vec2 u_resolution;\n float u_mosaicSize;\n};\nvoid main(void)\n{\n vec4 color;\n vec2 xy = vec2(uv0.x * u_resolution.x, uv0.y * u_resolution.y);\n vec2 xyMosaic = vec2(floor(xy.x / u_mosaicSize) * u_mosaicSize, floor(xy.y / u_mosaicSize) * u_mosaicSize);\n vec2 uvMosaic = vec2(xyMosaic.x / u_resolution.x, xyMosaic.y / u_resolution.y);\n color = texture2D( texture, uvMosaic);\n gl_FragColor = color;\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,60 @@
//径向模糊
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_point: { value: [0.5, 0.5] }
u_resolution: { value: [1280, 720] }
u_Strength: { value: 0.125 }
}%
CCProgram vs %{ // 顶点Shader模块开始
#include <cc-global>
precision highp float; //定义float高精度
in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
in vec2 a_uv0; // 纹理坐标;
out vec2 uv0; // 传递给着色Shadervarying 来修饰,进行插值
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS{
vec2 u_resolution;
vec2 u_point;
float u_Strength;
};
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// const float u_Strength = 0.125;
const int Samples = 64; //multiple of 2
vec2 uv = fragCoord.xy;
vec2 dir = (fragCoord.xy-u_point.xy);
vec4 color = vec4(0.0,0.0,0.0,0.0);
for (int i = 0; i < Samples; i += 2) //operating at 2 samples for better performance
{
color += texture2D(texture,uv+float(i)/float(Samples)*dir*u_Strength);
color += texture2D(texture,uv+float(i+1)/float(Samples)*dir*u_Strength);
}
fragColor = color/float(Samples);
}
void main(void)
{
mainImage(gl_FragColor, uv0);
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "9d24dc19-8d72-483a-903d-914ccf86f169",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform vec2 u_point;\nuniform float u_Strength;\nvoid mainImage( out vec4 fragColor, in vec2 fragCoord )\n{\n const int Samples = 64;\n vec2 uv = fragCoord.xy;\n vec2 dir = (fragCoord.xy-u_point.xy);\n vec4 color = vec4(0.0,0.0,0.0,0.0);\n for (int i = 0; i < Samples; i += 2)\n {\n color += texture2D(texture,uv+float(i)/float(Samples)*dir*u_Strength);\n color += texture2D(texture,uv+float(i+1)/float(Samples)*dir*u_Strength);\n }\n fragColor = color/float(Samples);\n}\nvoid main(void)\n{\n mainImage(gl_FragColor, uv0);\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS{\n vec2 u_resolution;\n vec2 u_point;\n float u_Strength;\n};\nvoid mainImage( out vec4 fragColor, in vec2 fragCoord )\n{\n const int Samples = 64;\n vec2 uv = fragCoord.xy;\n vec2 dir = (fragCoord.xy-u_point.xy);\n vec4 color = vec4(0.0,0.0,0.0,0.0);\n for (int i = 0; i < Samples; i += 2)\n {\n color += texture2D(texture,uv+float(i)/float(Samples)*dir*u_Strength);\n color += texture2D(texture,uv+float(i+1)/float(Samples)*dir*u_Strength);\n }\n fragColor = color/float(Samples);\n}\nvoid main(void)\n{\n mainImage(gl_FragColor, uv0);\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,72 @@
//水波纹效果
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_resolution: { value: [1280,720] }
u_time: { value: 1.0 }
}%
CCProgram vs %{ // 顶点Shader模块开始
#include <cc-global>
precision highp float; //定义float高精度
in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
in vec2 a_uv0; // 纹理坐标;
out vec2 uv0; // 传递给着色Shadervarying 来修饰,进行插值
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS {
vec4 UVoffset;
vec2 u_resolution;
float u_time;
float rotated;
};
#define F cos(x-y)*cos(y),sin(x+y)*sin(y)
vec2 s(vec2 p)
{
float d=u_time*0.2,x=8.*(p.x+d),y=8.*(p.y+d);
return vec2(F);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// 换成resolution
vec2 rs = u_resolution.xy;
// 换成纹理坐标v_texCoord.xy
vec2 uv = fragCoord;
vec2 q = uv+2./u_resolution.x*(s(uv)-s(uv+rs));
//反转y
//q.y=1.-q.y;
fragColor = texture2D(texture, q);
}
void main()
{
vec2 UVnormalize;
UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);
UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);
if(rotated > 0.5)
{
float temp = UVnormalize.x;
UVnormalize.x = UVnormalize.y;
UVnormalize.y = 1.0 - temp;
}
mainImage(gl_FragColor, uv0.xy);
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "7d5495a0-26aa-4858-a9db-37507aff7ba4",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform vec4 UVoffset;\nuniform vec2 u_resolution;\nuniform float u_time;\nuniform float rotated;\nvec2 s(vec2 p)\n{\n float d=u_time*0.2,x=8.*(p.x+d),y=8.*(p.y+d);\n return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n}\nvoid mainImage( out vec4 fragColor, in vec2 fragCoord )\n{\n vec2 rs = u_resolution.xy;\n vec2 uv = fragCoord;\n vec2 q = uv+2./u_resolution.x*(s(uv)-s(uv+rs));\n fragColor = texture2D(texture, q);\n}\nvoid main()\n{\n vec2 UVnormalize;\n UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);\n UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);\n if(rotated > 0.5)\n {\n float temp = UVnormalize.x;\n UVnormalize.x = UVnormalize.y;\n UVnormalize.y = 1.0 - temp;\n }\n mainImage(gl_FragColor, uv0.xy);\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS {\n vec4 UVoffset;\n vec2 u_resolution;\n float u_time;\n float rotated;\n};\nvec2 s(vec2 p)\n{\n float d=u_time*0.2,x=8.*(p.x+d),y=8.*(p.y+d);\n return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n}\nvoid mainImage( out vec4 fragColor, in vec2 fragCoord )\n{\n vec2 rs = u_resolution.xy;\n vec2 uv = fragCoord;\n vec2 q = uv+2./u_resolution.x*(s(uv)-s(uv+rs));\n fragColor = texture2D(texture, q);\n}\nvoid main()\n{\n vec2 UVnormalize;\n UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);\n UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);\n if(rotated > 0.5)\n {\n float temp = UVnormalize.x;\n UVnormalize.x = UVnormalize.y;\n UVnormalize.y = 1.0 - temp;\n }\n mainImage(gl_FragColor, uv0.xy);\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,82 @@
//波纹流光
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_time: { value: 0.5 }
}%
CCProgram vs %{ // 顶点Shader模块开始
#include <cc-global>
precision highp float; //定义float高精度
in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
in vec2 a_uv0; // 纹理坐标;
out vec2 uv0; // 传递给着色Shadervarying 来修饰,进行插值
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
uv0 = a_uv0;
}
}%
CCProgram fs %{
#define TAU 6.12
#define MAX_ITER 5
precision highp float;
in vec2 uv0;
uniform sampler2D texture;
uniform ARGS {
vec4 UVoffset;
float u_time;
float rotated;
};
void main()
{
float u_time = u_time * .5+5.;
vec2 UVnormalize;
UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);
UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);
if(rotated > 0.5)
{
float temp = UVnormalize.x;
UVnormalize.x = UVnormalize.y;
UVnormalize.y = 1.0 - temp;
}
vec2 uv = uv0.xy;//fragCoord.xy / iResolution.xy;
vec2 p = mod(uv*TAU, TAU)-250.0;
vec2 i = vec2(p);
float c = 1.0;
float inten = .0065;
for (int n = 0; n < MAX_ITER; n++)
{
float t = u_time * (1.0 - (3.5 / float(n+1)));
i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x));
c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
}
c /= float(MAX_ITER);
c = 1.17-pow(c, 1.4);
vec4 tex = texture2D(texture,uv0);
vec3 colour = vec3(pow(abs(c), 20.0));
colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a);
// 混合波光
float alpha = c*tex[3];
tex[0] = tex[0] + colour[0]*alpha;
tex[1] = tex[1] + colour[1]*alpha;
tex[2] = tex[2] + colour[2]*alpha;
gl_FragColor = vec4(1,1,1,1) * tex;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "ae91e5d2-7d0a-41f4-a4fa-ffe0037ff8a0",
"compiledShaders": [
{
"glsl1": {
"vert": "uniform mat4 cc_matViewProj;\nprecision highp float;\nattribute vec3 a_position;\nattribute vec2 a_uv0;\nvarying vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nvarying vec2 uv0;\nuniform sampler2D texture;\nuniform vec4 UVoffset;\nuniform float u_time;\nuniform float rotated;\nvoid main()\n{\n float u_time = u_time * .5+5.;\n vec2 UVnormalize;\n UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);\n UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);\n if(rotated > 0.5)\n {\n float temp = UVnormalize.x;\n UVnormalize.x = UVnormalize.y;\n UVnormalize.y = 1.0 - temp;\n }\n vec2 uv = uv0.xy;\n vec2 p = mod(uv*6.12, 6.12)-250.0;\n vec2 i = vec2(p);\n float c = 1.0;\n float inten = .0065;\n for (int n = 0; n < 5; n++)\n {\n float t = u_time * (1.0 - (3.5 / float(n+1)));\n i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x));\n c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));\n }\n c /= float(5);\n c = 1.17-pow(c, 1.4);\n vec4 tex = texture2D(texture,uv0);\n vec3 colour = vec3(pow(abs(c), 20.0));\n colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a);\n float alpha = c*tex[3];\n tex[0] = tex[0] + colour[0]*alpha;\n tex[1] = tex[1] + colour[1]*alpha;\n tex[2] = tex[2] + colour[2]*alpha;\n gl_FragColor = vec4(1,1,1,1) * tex;\n}"
},
"glsl3": {
"vert": "uniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nprecision highp float;\nin vec3 a_position;\nin vec2 a_uv0;\nout vec2 uv0;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n uv0 = a_uv0;\n}",
"frag": "\nprecision highp float;\nin vec2 uv0;\nuniform sampler2D texture;\nuniform ARGS {\n vec4 UVoffset;\n float u_time;\n float rotated;\n};\nvoid main()\n{\n float u_time = u_time * .5+5.;\n vec2 UVnormalize;\n UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);\n UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);\n if(rotated > 0.5)\n {\n float temp = UVnormalize.x;\n UVnormalize.x = UVnormalize.y;\n UVnormalize.y = 1.0 - temp;\n }\n vec2 uv = uv0.xy;\n vec2 p = mod(uv*6.12, 6.12)-250.0;\n vec2 i = vec2(p);\n float c = 1.0;\n float inten = .0065;\n for (int n = 0; n < 5; n++)\n {\n float t = u_time * (1.0 - (3.5 / float(n+1)));\n i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x));\n c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));\n }\n c /= float(5);\n c = 1.17-pow(c, 1.4);\n vec4 tex = texture2D(texture,uv0);\n vec3 colour = vec3(pow(abs(c), 20.0));\n colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a);\n float alpha = c*tex[3];\n tex[0] = tex[0] + colour[0]*alpha;\n tex[1] = tex[1] + colour[1]*alpha;\n tex[2] = tex[2] + colour[2]*alpha;\n gl_FragColor = vec4(1,1,1,1) * tex;\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "7ac67478-2a74-402e-971b-8e4aa8058cbf",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,13 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "d64b960e-910a-4f6a-a413-b37932350ea6"
},
"_defines": {},
"_props": {
"u_degree": 0.02
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "b4bd1276-dc2b-4f11-84d3-50c9f68daaaa",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,17 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "14e64f7c-87c8-459a-ad37-6c773ceea4e6"
},
"_defines": {},
"_props": {
"u_resolution": {
"__type__": "cc.Vec2",
"x": 284,
"y": 399
}
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "cbf349e7-9626-443d-ae30-4572f81fad2f",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,13 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "ed4b64c1-0535-4ae5-9648-4acb0a4c0fd8"
},
"_defines": {},
"_props": {
"u_time": 0.5
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "9d0c46d2-2026-42ec-b3cf-d34b07471c6e",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,26 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "0f9457ac-e49b-4ec4-bd74-11b0eabbdb4d"
},
"_defines": {
"IS_Edge_Blur": false,
"IS_EdgeGlowing": true,
"USE_EDGE_COLOR": true
},
"_props": {
"u_edge": 0.5,
"u_offset": 0.1,
"u_edgeBlur": 0.1,
"u_edgeColor": {
"__type__": "cc.Color",
"r": 245,
"g": 220,
"b": 41,
"a": 255
}
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "af53adf5-e563-42b6-b383-d6e0c56638c1",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,18 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "8b12cd41-6673-45b2-8e81-f77078e331b4"
},
"_defines": {},
"_props": {
"u_resolution": {
"__type__": "cc.Vec2",
"x": 200,
"y": 300
},
"u_mosaicSize": 5
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "83e16eb7-e8bc-408d-9fe7-2a518e6803a0",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,16 @@
{
"__type__": "cc.Material",
"_name": "builtin-2d-sprite",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "2874f8dd-416c-4440-81b7-555975426e93"
},
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
}
}
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "56ba2053-66bd-4240-bddb-c0977fe8a943",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,22 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "9d24dc19-8d72-483a-903d-914ccf86f169"
},
"_defines": {},
"_props": {
"u_point": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"u_resolution": {
"__type__": "cc.Vec2",
"x": 200,
"y": 300
}
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "8f0a0dc1-7084-4481-ba38-c404557dc52e",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,18 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "7d5495a0-26aa-4858-a9db-37507aff7ba4"
},
"_defines": {},
"_props": {
"u_resolution": {
"__type__": "cc.Vec2",
"x": 284,
"y": 300
},
"u_time": 0.3
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "e673829a-3372-4e5e-b3ad-45090fb7b4b1",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,11 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "ae91e5d2-7d0a-41f4-a4fa-ffe0037ff8a0"
},
"_defines": {},
"_props": {}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "5105e692-6f15-42df-8b29-70646ea07be9",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "0421f3da-2a3b-452f-b35b-96b2e6548c12",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 19 KiB

View File

@ -0,0 +1,36 @@
{
"ver": "2.3.5",
"uuid": "ee84914d-bfad-4f0f-a92e-f88764d50828",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 130,
"height": 50,
"platformSettings": {},
"subMetas": {
"Lighting1": {
"ver": "1.0.4",
"uuid": "1ee898d3-b293-4eb0-a9ea-dbd5f58a7877",
"rawTextureUuid": "ee84914d-bfad-4f0f-a92e-f88764d50828",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 130,
"height": 50,
"rawWidth": 130,
"rawHeight": 50,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

View File

@ -0,0 +1,36 @@
{
"ver": "2.3.5",
"uuid": "ae28f27b-f641-4b35-855c-042c4edc9683",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 273,
"height": 69,
"platformSettings": {},
"subMetas": {
"button": {
"ver": "1.0.4",
"uuid": "7cec85b1-18b2-4ecc-aa8b-df936cedb4cc",
"rawTextureUuid": "ae28f27b-f641-4b35-855c-042c4edc9683",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 273,
"height": 69,
"rawWidth": 273,
"rawHeight": 69,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 205 KiB

View File

@ -0,0 +1,36 @@
{
"ver": "2.3.5",
"uuid": "98b62bdd-03ee-41d7-832f-a0d0aeed4fee",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": false,
"width": 307,
"height": 465,
"platformSettings": {},
"subMetas": {
"card": {
"ver": "1.0.4",
"uuid": "58b39b44-d165-415a-afc9-1655148ada22",
"rawTextureUuid": "98b62bdd-03ee-41d7-832f-a0d0aeed4fee",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": -8.5,
"offsetY": -18,
"trimX": 3,
"trimY": 51,
"width": 284,
"height": 399,
"rawWidth": 307,
"rawHeight": 465,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 KiB

View File

@ -0,0 +1,36 @@
{
"ver": "2.3.5",
"uuid": "c8f25bc5-8fcc-4793-b7d2-e137572919b5",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": false,
"width": 259,
"height": 251,
"platformSettings": {},
"subMetas": {
"doge": {
"ver": "1.0.4",
"uuid": "d65aa96e-b301-4247-a2b8-98542cff5287",
"rawTextureUuid": "c8f25bc5-8fcc-4793-b7d2-e137572919b5",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 259,
"height": 251,
"rawWidth": 259,
"rawHeight": 251,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "6949475a-8182-4735-af5d-ceebd726f82e",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
{
"ver": "1.2.9",
"uuid": "740c9049-6f22-4fa2-abda-61ad9e1335eb",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "da5ec520-7a5e-41c3-8388-b31a9e9840b1",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,61 @@
const {ccclass,property} = cc._decorator;
@ccclass
export default class ShaderTime extends cc.Component
{
/**记录时间 */
private time: number;
private sprite: cc.Sprite;
/**精灵上的材质 */
private material: any;
/**增加还是减少 */
private IsAdd: boolean;
/**速度 */
@property({type: cc.Float,tooltip: "速度"})
speed = 1.0;
/**是否循环 */
@property({tooltip: "是否循环"})
isLoop: boolean = false;
/**是否设置UV到effect(解决动态合图的bug) */
@property({tooltip: "是否设置UV到effect(解决动态合图的bug)"})
isSetUv: boolean = false;
start()
{
this.time = 0;
this.IsAdd = true;
this.sprite = this.node.getComponent(cc.Sprite);
this.material = this.sprite.getMaterial(0); //获取材质
}
update(dt)
{
this.material.setProperty("u_time",this.time); //设置材质对应的属性
(this.isLoop && !this.IsAdd) ? this.time -= dt * this.speed : this.time += dt * this.speed;
if(this.isSetUv)
{ //传递UV 参数到 effect
let frame = this.sprite.spriteFrame as any;
let l = 0,r = 0,b = 1,t = 1;
l = frame.uv[0];
t = frame.uv[5];
r = frame.uv[6];
b = frame.uv[3];
let u_UVoffset = new cc.Vec4(l,t,r,b);
let u_rotated = frame.isRotated() ? 1.0 : 0.0;
this.material.setProperty("u_UVoffset",u_UVoffset);
this.material.setProperty("u_rotated",u_rotated);
}
cc.log(this.time);
if(this.time > 1.5)
{
this.IsAdd = false;
}
else if(this.time < -0.5)
{
this.IsAdd = true;
}
}
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "ee8e4708-0626-4367-84ad-a44d4465fbb3",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "a35ff310-19b5-4f06-a82a-601579ffd48a",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,116 @@
//扫光-纹理
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_fluxayTexture: { value: white }
u_time: { value: 0 }
}%
// Vertex Shader(顶点着色器)
// 将顶点从模型空间坐标系统转化到屏幕空间坐标系统
// 顶点着色器分为输入和输出两部分
// 负责的功能是把输入的数据进行矩阵变换位置,计算光照公式生成逐顶点颜⾊,⽣成/变换纹理坐标
// 并且把位置和纹理坐标这样的参数发送到片段着色器
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
// 输入的顶点坐标
in vec3 a_position;
// 输入的顶点颜色
in vec4 a_color;
// 输出的顶点颜色
out vec4 v_color;
#if USE_TEXTURE
// 输入的纹理坐标
// UV坐标原点在左上角u轴是向右v轴是向下范围是0-1
in vec2 a_uv0;
// 输出的纹理坐标
out vec2 v_uv0;
#endif
void main () {
mat4 mvp;
#if CC_USE_MODEL
mvp = cc_matViewProj * cc_matWorld;
#else
mvp = cc_matViewProj;
#endif
v_uv0 = a_uv0;
v_color = a_color;
gl_Position = mvp * vec4(a_position, 1);
}
}%
// Fragment Shader(片段着色器)
// 片元着色器的作用是处理由光栅化阶段生成的每个片元,最终计算出每个像素的最终颜色(RGBA)
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
in vec2 v_uv0;
uniform sampler2D texture;
uniform sampler2D u_fluxayTexture; //流光纹理
// 自定义属性
// 所有非 sampler 的 uniform 都必须以 UBO 形式声明
// UBO 成员声明类型和顺序有严格的校验机制,以排除 GL 标准下隐式布局对齐带来的内存消耗
uniform ARGS {
float u_time;
};
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
// texture.inc 核心函数
// o = texture2D(texture, v_uv0);
// texture: 纹理v_uv0: 纹理坐标,通过 GLSL 的内建函数 texture2D 来获取纹理上对应UV坐标的颜色(RGBA)
o = texture2D(texture, v_uv0);
#endif
// 纹理颜色和顶点颜色(节点颜色)叠加得到最终颜色
o *= v_color;
// alpha-test.inc 核心函数
// if (color.a < alphaThreshold) discard;
// discard退出片段着色器不执行后面的片段着色操作片段也不会写入帧缓冲区
ALPHA_TEST(o);
// 在底图不透明的地方叠加流光纹理的颜色
if(o.a >= 1.0) {
// 根据时间控制流光纹理的UV
vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);
fluxayUV.x -= u_time - 1.0;
// 获取流光纹理上UV的颜色
vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);
// 叠加颜色
gl_FragColor = o + fluxay;
} else {
gl_FragColor = o;
}
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "1034a341-a01d-4cb3-84d9-4e848d4242e0",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\n attribute vec2 a_uv0;\n varying vec2 v_uv0;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform float u_time;\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time - 1.0;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n gl_FragColor = o + fluxay;\n } else {\n gl_FragColor = o;\n }\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\n in vec2 a_uv0;\n out vec2 v_uv0;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform ARGS {\n float u_time;\n};\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time - 1.0;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n gl_FragColor = o + fluxay;\n } else {\n gl_FragColor = o;\n }\n}"
}
}
],
"subMetas": {}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 433 KiB

View File

@ -0,0 +1,36 @@
{
"ver": "2.3.5",
"uuid": "830f2d03-846e-4447-8cc9-ff4e131d0e23",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"width": 1700,
"height": 1275,
"platformSettings": {},
"subMetas": {
"FluxayTexture": {
"ver": "1.0.4",
"uuid": "7a4c3caa-0517-48b3-85ee-edb13b351576",
"rawTextureUuid": "830f2d03-846e-4447-8cc9-ff4e131d0e23",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 1700,
"height": 1275,
"rawWidth": 1700,
"rawHeight": 1275,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}

View File

@ -0,0 +1,22 @@
{
"__type__": "cc.Material",
"_name": "FluxayTexture",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "1034a341-a01d-4cb3-84d9-4e848d4242e0"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
},
"props": {
"u_fluxayTexture": {
"__uuid__": "830f2d03-846e-4447-8cc9-ff4e131d0e23"
}
}
}
}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.3",
"uuid": "4c0164f6-b508-4eb2-991e-14e973aff9ea",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -0,0 +1,23 @@
const { ccclass, property } = cc._decorator;
@ccclass
export default class FluxayTexture extends cc.Component {
private _speed: number = 2;
private _time: number = 0;
private _material: cc.MaterialVariant;
onLoad() {
// 获取材质
this._material = this.node.getComponent(cc.Sprite).getMaterial(0);
}
update(dt) {
if (this._time > 2) {
this._time = 0;
}
this._material.setProperty("u_time", this._time);
this._time += dt * this._speed;
}
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "50899011-15b8-493b-acaa-bf9ab5ad596e",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

12
assets/migration.meta Normal file
View File

@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "3250b1c3-4e2a-4d02-8fbe-e4a8b1ba3492",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

View File

@ -0,0 +1,13 @@
/*
* This script is automatically generated by Cocos Creator and is only used for projects compatible with v2.1.0/v2.1.1/v2.2.1/v2.2.2 versions.
* You do not need to manually add this script in any other project.
* If you don't use cc.Action in your project, you can delete this script directly.
* If your project is hosted in VCS such as git, submit this script together.
*
* 此脚本由 Cocos Creator 自动生成仅用于兼容 v2.1.0/v2.1.1/v2.2.1/v2.2.2 版本的工程
* 你无需在任何其它项目中手动添加此脚本
* 如果你的项目中没用到 Action可直接删除该脚本
* 如果你的项目有托管于 git 等版本库请将此脚本一并上传
*/
cc.RotateTo._reverse = true;

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "47cc29c7-db37-4aa4-a3cf-debeb7c4f66d",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,17 @@
/*
* This script is automatically generated by Cocos Creator and is only used for projects compatible with the v2.1.0 2.2.1 version.
* You do not need to manually add this script in any other project.
* If you don't use cc.Toggle in your project, you can delete this script directly.
* If your project is hosted in VCS such as git, submit this script together.
*
* 此脚本由 Cocos Creator 自动生成仅用于兼容 v2.1.0 ~ 2.2.1 版本的工程
* 你无需在任何其它项目中手动添加此脚本
* 如果你的项目中没用到 Toggle可直接删除该脚本
* 如果你的项目有托管于 git 等版本库请将此脚本一并上传
*/
if (cc.Toggle) {
// Whether to trigger 'toggle' and 'checkEvents' events when modifying 'toggle.isChecked' in the code
// 在代码中修改 'toggle.isChecked' 时是否触发 'toggle' 与 'checkEvents' 事件
cc.Toggle._triggerEventInScript_isChecked = true;
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "b0e788a3-2566-430d-b051-7cbc5502bcb2",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

26513
creator.d.ts vendored Normal file

File diff suppressed because it is too large Load Diff

15
jsconfig.json Normal file
View File

@ -0,0 +1,15 @@
{
"compilerOptions": {
"target": "es6",
"module": "commonjs",
"experimentalDecorators": true
},
"exclude": [
"node_modules",
".vscode",
"library",
"local",
"settings",
"temp"
]
}

7
project.json Normal file
View File

@ -0,0 +1,7 @@
{
"engine": "cocos-creator-js",
"packages": "packages",
"version": "2.4.4",
"id": "a7b70274-07dd-4988-8f4d-fa47015832df",
"isNew": false
}

BIN
readme_pic/hetucuowu.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 338 KiB

BIN
readme_pic/shader.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

43
settings/project.json Normal file
View File

@ -0,0 +1,43 @@
{
"start-scene": "current",
"group-list": [
"default"
],
"collision-matrix": [
[
true
]
],
"excluded-modules": [
"3D Physics/cannon.js",
"3D Physics/Builtin",
"3D Particle",
"SafeArea"
],
"last-module-event-record-time": 0,
"design-resolution-width": 960,
"design-resolution-height": 640,
"fit-width": false,
"fit-height": true,
"use-project-simulator-setting": false,
"simulator-orientation": false,
"use-customize-simulator": false,
"simulator-resolution": {
"width": 960,
"height": 640
},
"assets-sort-type": "name",
"facebook": {
"enable": false,
"appID": "",
"live": {
"enable": false
},
"audience": {
"enable": false
}
},
"migrate-history": [
"cloud-function"
]
}

6
settings/services.json Normal file
View File

@ -0,0 +1,6 @@
{
"game": {
"name": "未知游戏",
"appid": "UNKNOW"
}
}