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
effect
// 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
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>
#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_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = 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_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
#endif
#if ENABLE_LIGHT
uniform 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_ORIGINCOLOR
finalLightColor = textureColor + textureColor * a;
#else
finalLightColor = textureColor + finalLightColor;
finalLightColor.a = textureColor.a;
#endif
return finalLightColor;
}
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#endif
o *= color;
ALPHA_TEST(o);
#if ENABLE_LIGHT
o = addLightColor(o, lightColor, lightCenterPoint, lightAngle, lightWidth);
#endif
return 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
ts
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;
}
}
}