添加新的sdf裁切形状示例;添加形状调节参数

This commit is contained in:
ruanwujing
2024-01-31 15:55:31 +08:00
parent 2e0c2601c0
commit cb58fcbff8
14 changed files with 1231 additions and 3 deletions

View File

@@ -17,6 +17,8 @@ CCEffect %{
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
circleParams: { value:[0.5, 0.01, -0.01, 0.0]}
}%
CCProgram sprite-vs %{
@@ -67,6 +69,10 @@ CCProgram sprite-fs %{
#include "../chunks/sdf2d"
in vec4 color;
uniform Constant {
vec4 circleParams;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
@@ -85,8 +91,8 @@ CCProgram sprite-fs %{
#endif
vec2 uv = (uv0 - color.xy) / color.zw;
float d = sdCircle(uv - 0.5, 0.5);
float c = smoothstep(0.01, -0.01, d);
float d = sdCircle(uv - 0.5, circleParams.x);
float c = smoothstep(circleParams.y, circleParams.z, d);
o.a *= c;
ALPHA_TEST(o);
return o;

View File

@@ -0,0 +1,93 @@
// 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:
params: { value:[0.5, 0.5, 0.01, -0.01]}
}%
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 "../chunks/sdf2d"
in vec4 color;
uniform Constant {
vec4 params;
};
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
vec2 uv = (uv0 - color.xy) / color.zw;
#if UP_SIDE_DOWN
uv.y = 1.0 - uv.y;
#endif
float d = sdHeart((uv + vec2(-0.5, params.y)) / params.x);
float c = smoothstep(params.z, params.w, d);
o.a *= c;
return o;
}
}%

View File

@@ -0,0 +1,11 @@
{
"ver": "1.7.1",
"importer": "effect",
"imported": true,
"uuid": "fef16f75-0140-40d5-97b8-99185849b0e8",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,100 @@
// 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 }
star5Params: { value:[0.5, 0.5, 0.01, -0.01]}
}%
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>
#include "../chunks/sdf2d"
in vec4 color;
uniform Constant {
vec4 star5Params;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) 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
vec2 uv = (uv0 - color.xy) / color.zw;
float d = sdStar5(uv - 0.5, star5Params.x, star5Params.y);
float c = smoothstep(star5Params.z, star5Params.w, d);
o.a *= c;
return o;
}
}%

View File

@@ -0,0 +1,11 @@
{
"ver": "1.7.1",
"importer": "effect",
"imported": true,
"uuid": "254577e6-4c95-47b4-9cb2-36ec930c286d",
"files": [
".json"
],
"subMetas": {},
"userData": {}
}