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- // 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 }
- # 自定义参数
- # 发光颜色
- glowColor: {
- value: [1.0, 1.0, 0.0, 1.0],
- editor: {
- type: color,
- tooltip: "发光颜色"
- }
- }
- # 发光宽度
- glowColorSize: {
- value: 0.2,
- editor: {
- tooltip: "发光宽度",
- range: [0.0, 1.0],
- }
- }
- # 发光透明度阈值
- # 只有超过这个透明度的点才会发光
- # 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
- glowThreshold: {
- value: 0.1,
- editor: {
- tooltip: "发光阈值",
- range: [0.0, 1.0]
- }
- }
- }%
- CCProgram sprite-vs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- #if USE_LOCAL
- #include <builtin/uniforms/cc-local>
- #endif
- in vec3 a_position;
- in vec2 a_texCoord;
- in vec4 a_color;
-
- out vec4 v_color;
- out vec2 v_uv0;
- #if USE_TEXTURE
- in vec2 a_uv0;
- #endif
- 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
- #if USE_TEXTURE
- v_uv0 = a_uv0;
- #endif
- v_color = a_color;
- v_uv0 = a_texCoord;
- return pos;
- }
- }%
- CCProgram sprite-fs %{
- precision highp float;
- #include <builtin/internal/embedded-alpha>
- #include <builtin/internal/alpha-test>
- in vec4 v_color;
- #if USE_TEXTURE
- in vec2 v_uv0;
- #pragma builtin(local)
- layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
- #endif
- #if SHOW_INNER_GLOW
- uniform glow {
- // 发光颜色
- vec4 glowColor;
- // 发光范围
- float glowColorSize;
- // 发光阈值
- float glowThreshold;
- // 特别地,必须是 vec4 先于 float 声明
- };
- /**
- * 获取纹理uv颜色
- *
- * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)
- *
- * 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
- *
- * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色
- * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色
- * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色
- * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色
- *
- * 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
- */
- vec4 getTextureColor(sampler2D mainTexture, vec2 v_uv0) {
- if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {
- return vec4(0.0, 0.0, 0.0, 0.0);
- }
- return CCSampleWithAlphaSeparated(mainTexture, v_uv0);
- }
- /**
- * 获取指定角度方向,距离为xxx的像素的透明度
- *
- * @param angle 角度 [0.0, 360.0]
- * @param dist 距离 [0.0, 1.0]
- *
- * @return alpha [0.0, 1.0]
- */
- float getColorAlpha(float angle, float dist) {
- // 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
- // float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
- float radian = radians(angle);
- vec4 color = getTextureColor(cc_spriteTexture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
- return color.a;
- }
- /**
- * 获取指定距离的周边像素的透明度平均值
- *
- * @param dist 距离 [0.0, 1.0]
- *
- * @return average alpha [0.0, 1.0]
- */
- float getAverageAlpha(float dist) {
- float totalAlpha = 0.0;
- // 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
- totalAlpha += getColorAlpha(0.0, dist);
- totalAlpha += getColorAlpha(30.0, dist);
- totalAlpha += getColorAlpha(60.0, dist);
- totalAlpha += getColorAlpha(90.0, dist);
- totalAlpha += getColorAlpha(120.0, dist);
- totalAlpha += getColorAlpha(150.0, dist);
- totalAlpha += getColorAlpha(180.0, dist);
- totalAlpha += getColorAlpha(210.0, dist);
- totalAlpha += getColorAlpha(240.0, dist);
- totalAlpha += getColorAlpha(270.0, dist);
- totalAlpha += getColorAlpha(300.0, dist);
- totalAlpha += getColorAlpha(330.0, dist);
- return totalAlpha * 0.0833; // 1 / 12 = 0.08333
- }
- /**
- * 获取发光的透明度
- */
- float getGlowAlpha() {
- // 如果发光宽度为0,直接返回0.0透明度,减少计算量
- if (glowColorSize == 0.0) {
- return 0.0;
- }
- // 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
- // 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
- // 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
- // 同时也是提前直接结束,减少计算量
- vec4 srcColor = getTextureColor(cc_spriteTexture, v_uv0);
- if (srcColor.a <= glowThreshold) {
- return srcColor.a;
- }
- // 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,
- // 然后求和取平均值,那么就可以得到该点的平均透明度
- float totalAlpha = 0.0;
- totalAlpha += getAverageAlpha(glowColorSize * 0.1);
- totalAlpha += getAverageAlpha(glowColorSize * 0.2);
- totalAlpha += getAverageAlpha(glowColorSize * 0.3);
- totalAlpha += getAverageAlpha(glowColorSize * 0.4);
- totalAlpha += getAverageAlpha(glowColorSize * 0.5);
- totalAlpha += getAverageAlpha(glowColorSize * 0.6);
- totalAlpha += getAverageAlpha(glowColorSize * 0.7);
- totalAlpha += getAverageAlpha(glowColorSize * 0.8);
- totalAlpha += getAverageAlpha(glowColorSize * 0.9);
- totalAlpha += getAverageAlpha(glowColorSize * 1.0);
- return totalAlpha * 0.1;
- }
- #endif
- vec4 frag () {
- vec4 o = vec4(1, 1, 1, 1);
- #if USE_TEXTURE
- o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
- #if CC_USE_ALPHA_ATLAS_TEXTURE
- o.a *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0 + vec2(0, 0.5)).r;
- #endif
- #endif
- o *= v_color;
- ALPHA_TEST(o);
- #if SHOW_INNER_GLOW
- // 目标颜色(图像)
- vec4 color_dest = o;
- // 获取发光透明度
- // 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
- float alpha = getGlowAlpha();
- // 而内发光是从边缘开始的,那么什么算是边缘呢?
- // 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
- // 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
- if (alpha > glowThreshold) {
- // 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
- // 因此我们需要翻转一下透明度
- alpha = 1.0 - alpha;
- // 给点调料,让靠近边缘的更加亮
- alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
- }
- // 源颜色(内发光)
- vec4 color_src = glowColor * alpha;
- // 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
- // 所以命名就是 color_src, color_dest
- // 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
- // 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:
- //
- // (内发光)color_src: GL_SRC_ALPHA
- // (原图像)color_dest: GL_ONE
- //
- // 即最终颜色如下:
- // color_src * GL_SRC_ALPHA + color_dest * GL_ONE
- o = color_src * color_src.a + color_dest;
- return o;
- #endif
- }
- }%
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