简介
功能:图片实现扫光效果
引擎:cocos Creator 3.7.2
开发语言:ts
完整版链接
链接https://lengmo714.top/284d90f4.html
效果图
shader代码
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{techniques:- passes:- vert: sprite-vs:vertfrag: sprite-fs:fragdepthStencilState:depthTest: falsedepthWrite: falseblendState:targets:- blend: trueblendSrc: src_alphablendDst: one_minus_src_alphablendDstAlpha: one_minus_src_alpharasterizerState:cullMode: noneproperties:alphaThreshold: { value: 0.5 }# 自定义lightColor: { value: [1.0, 1.0, 0.0, 1.0], editor: {type: color,tooltip: "光束颜色" }}lightCenterPoint: { value: [0.2, 0.2], editor: { tooltip: "光束中心点坐标" }}lightAngle: { value: 36.0, editor: { tooltip: "光束倾斜角度" }}lightWidth: { value: 0.2, editor: { tooltip: "光束宽度" }}enableGradient: { value: 1.0, editor: { tooltip: "是否启用光束渐变。0:不启用,非0:启用" }}cropAlpha: { value: 1.0, editor: { tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用" }}enableFog: { value: 0.0, editor: { tooltip: "是否启用迷雾效果。0:不启用,非0:启用" }}
}%CCProgram sprite-vs %{precision highp float;#include <builtin/uniforms/cc-global>#if USE_LOCAL#include <builtin/uniforms/cc-local>#endifin 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_PIXEL_ALIGNMENTpos = cc_matView * pos;pos.xyz = floor(pos.xyz);pos = cc_matProj * pos;#elsepos = cc_matViewProj * pos;#endifuv0 = a_texCoord;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_TEXTUREin vec2 uv0;#pragma builtin(local)layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;#endif#if ENABLE_LIGHTuniform Light {// 光束颜色vec4 lightColor;// 光束中心点坐标vec2 lightCenterPoint;// 光束倾斜角度float lightAngle;// 光束宽度float lightWidth;// 启用光束渐变// ps:编辑器还不支持 bool 类型的样子,因此用float来定义float enableGradient;// 裁剪掉透明区域上的光// ps:编辑器还不支持 bool 类型的样子,因此用float来定义float cropAlpha; // 是否启用迷雾效果// ps:编辑器还不支持 bool 类型的样子,因此用float来定义float enableFog;};/*** 添加光束颜色*/vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {// 边界值处理,没有宽度就返回原始颜色if (lightWidth <= 0.0) {return textureColor;}// 计算当前 uv 到 光束 的距离float angleInRadians = radians(lightAngle);// 角度0与非0不同处理float dis = 0.0;if (mod(lightAngle, 180.0) != 0.0) {// 计算光束中心线下方与X轴交点的X坐标// 1.0 - lightCenterPoint.y 是将转换为OpenGL坐标系,下文的 1.0 - y 类似float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));// 以当前点画一条平行于X轴的线,假设此线和光束中心线相交的点为D点// 那么 D.y = uv0.y// D.x = lightOffsetX + D.y / tan(angle)float dx = lightOffsetX + (1.0 - uv0.y) / tan(angleInRadians);// D 到当前 uv0 的距离就是// dis = |uv0.x - D.x|float offsetDis = abs(uv0.x - dx);// 当前点到光束中心线的的垂直距离就好算了dis = sin(angleInRadians) * offsetDis;} else {dis = abs(uv0.y - lightCenterPoint.y);}float a = 1.0 ;// 裁剪掉透明区域上的点光if (bool(cropAlpha)) {a *= step(0.01, textureColor.a);}// 裁剪掉光束范围外的uv(迷雾效果)if (!bool(enableFog)) {a *= step(dis, lightWidth * 0.5);}// 加入从中心往外渐变的效果if (bool(enableGradient)) {a *= 1.0 - dis / (lightWidth * 0.5);}// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值vec4 finalLightColor = lightColor * a;// 混合颜色:在原始图像颜色上叠加扩散颜色//return textureColor * textureColor.a + finalLightColor;#if ENABLE_ORIGINCOLORfinalLightColor = textureColor + textureColor * a;#elsefinalLightColor = textureColor + finalLightColor;finalLightColor.a = textureColor.a;#endifreturn finalLightColor;}#endifvec4 frag () {vec4 o = vec4(1, 1, 1, 1);#if USE_TEXTUREo *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);#endifo *= color;ALPHA_TEST(o);#if ENABLE_LIGHTo = addLightColor(o, lightColor, lightCenterPoint, lightAngle, lightWidth);#endifreturn o;}
}%
使用方法
- 手动创建一个材质
- 将上面shader代码于材质进行绑定
- 在ts脚本代码中控制扫光的移动
ts代码
import { _decorator, CCFloat, Component, Node, Sprite, Material, Vec2 } from 'cc';
const { ccclass, property } = _decorator;@ccclass('NewComponent')
export class NewComponent extends Component {@property(Sprite)sprite !: Sprite;@property({ type: CCFloat, tooltip: "光束宽度" })lightWidth = 0.03;@property({ type: CCFloat, tooltip: "时间" })LoopTime = 1.0;@property({ type: CCFloat, tooltip: "TimeInterval" })TimeInterval = 2.0;/**记录时间 */private time: number = 0;/**精灵上的材质 */private material: Material = null!;private startPos = 0;private moveLength = 0;private Speed = 0;private dttime = 0;start() {this.time = 0;this.dttime = 0;this.material = this.sprite.getMaterial(0);this.startPos = -this.lightWidth / 2;this.moveLength = this.lightWidth + 1;this.Speed = this.moveLength / this.LoopTime / 2;this.time = this.startPos;}update(dt: number) {this.time += dt * this.Speed;this.dttime += dt;this.material.setProperty("lightCenterPoint", new Vec2(this.time, this.time)); //设置材质对应的属性if (this.dttime > this.LoopTime + this.TimeInterval) {this.time = this.startPos;this.dttime = 0;}}
}
完整demo
demo下载地址