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:
mainTexture: { value: white }
tiling: { value: [1.0, 1.0] }
flowSpeed: { value: 5.0 }
}%
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 uv0;
vec4 vert() {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
pos = cc_matViewProj * pos;
uv0 = a_texCoord;
v_color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#include <builtin/internal/embedded-alpha>
in vec4 v_color;
in vec2 uv0;
uniform sampler2D mainTexture;
uniform Properties {
vec2 tiling;
float flowSpeed;
};
vec4 frag() {
// 计算流动的UV坐标
float t = cc_time.x; // 引擎内置时间(秒)
vec2 uv = vec2(uv0.x * tiling.x, fract(uv0.y * tiling.y + t * flowSpeed)); // y轴方向反向流动,随高度重复
// 采样纹理
vec4 texColor = texture(mainTexture, uv);
// 直接返回纹理颜色乘以顶点颜色
vec4 o = v_color * texColor;
return o;
}
}%
将箭头图片拖到场景中,修改图片的材质,该一下箭头图片node节点的高度 ,同时修改一下材质上 tile 的y值,直接运行,类似如图
