White sprite shader

This commit is contained in:
Martin 2022-12-16 14:54:50 +01:00
parent eabce40b3a
commit 83c0be7961
6 changed files with 9 additions and 99 deletions

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@ -1,91 +0,0 @@
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
o *= color;
ALPHA_TEST(o);
return o;
}
}%

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@ -1 +0,0 @@
{"ver":"1.6.0","importer":"effect","imported":true,"uuid":"3c0cc5ba-c2cb-4948-a991-ea3b91b58798","files":[".json"],"subMetas":{},"userData":{"combinations":[{}]}}

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@ -54,7 +54,7 @@ CCProgram sprite-vs %{
#if SAMPLE_FROM_RT #if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0); CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif #endif
color = vec4(1, 1, 1, 1); color = a_color;
return pos; return pos;
} }
@ -80,8 +80,7 @@ CCProgram sprite-fs %{
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0); o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#endif #endif
o = vec4(1,1,1, o.a);
ALPHA_TEST(o);
return o; return o;
} }
}% }%

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@ -1,4 +1,4 @@
import { Animation, Node, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator } from "cc"; import { Animation, Node, BoxCollider2D, Collider2D, Component, Vec2, Vec3, _decorator, Details } from "cc";
import { IInput } from "../../Input/IInput"; import { IInput } from "../../Input/IInput";
import { UnitHealth } from "../UnitHealth"; import { UnitHealth } from "../UnitHealth";
import { UnitLevel } from "../UnitLevel"; import { UnitLevel } from "../UnitLevel";
@ -57,6 +57,12 @@ export class Player extends Component {
} }
public gameTick(deltaTime: number): void { public gameTick(deltaTime: number): void {
this.move(deltaTime);
this.weapon.gameTick(deltaTime);
this.regeneration.gameTick(deltaTime);
}
private move(deltaTime: number): void {
const movement: Vec2 = this.input.getAxis(); const movement: Vec2 = this.input.getAxis();
if (!movement.equals(Vec2.ZERO)) { if (!movement.equals(Vec2.ZERO)) {
movement.x *= deltaTime * this.speed; movement.x *= deltaTime * this.speed;
@ -84,9 +90,6 @@ export class Player extends Component {
this.animation.play("Idle"); this.animation.play("Idle");
} }
} }
this.weapon.gameTick(deltaTime);
this.regeneration.gameTick(deltaTime);
} }
} }