1、效果图:
2、步骤:
创建2d-sprite精灵,复制一个builitin-sprite.effect,创建材质,修改材质effect,修改精灵材质,修改effect代码,在properties中加入属性,以便的编辑器修改:
u_skew: { value: 2.0, editor: { slide: true, range: [0, 10], step: 0.01 } }
u_scale: { value: 1.5, editor: { slide: true, range: [0, 10], step: 0.01 } }
片元着色器加入全局uniform代码:
uniform Contants {
float u_skew;//扭曲度
float u_scale;//uv缩放
};
片元着色器加入纹理扭曲代码:
//uv 中心变换为 0,0
vec2 uv = uv0 - 0.5;
uv *= u_scale;
float r = length(uv);
float phi = atan(uv.y, uv.x) + u_skew / r;
uv = r * vec2(cos(phi), sin(phi)) + 0.5;
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0) discard;
o = CCSampleWithAlphaSeparated(cc_spriteTexture, uv);
顶点着色器加入纹理旋转代码:
//旋转
vec2 matCenter = vec2(0.5, 0.5);
float matSin = sin(cc_time.x * 10.);
float matCos = cos(cc_time.x * 10.);
mat2 mat = mat2(matCos,-matSin,matSin,matCos);
uv0 = (uv0 - matCenter) * mat + matCenter;
3、完整着色器代码:
// 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 }
u_skew: { value: 2.0, editor: { slide: true, range: [0, 10], step: 0.01 } }
u_scale: { value: 1.5, editor: { slide: true, range: [0, 10], step: 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;
//旋转
vec2 matCenter = vec2(0.5, 0.5);
float matSin = sin(cc_time.x * 10.);
float matCos = cos(cc_time.x * 10.);
mat2 mat = mat2(matCos,-matSin,matSin,matCos);
uv0 = (uv0 - matCenter) * mat + matCenter;
#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 <cc-global>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
#endif
uniform Contants {
float u_skew;//扭曲度
float u_scale;//uv缩放
};
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
#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
//uv 中心变换为 0,0
vec2 uv = uv0 - 0.5;
uv *= u_scale;
float r = length(uv);
float phi = atan(uv.y, uv.x) + u_skew / r;
uv = r * vec2(cos(phi), sin(phi)) + 0.5;
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0) discard;
o = CCSampleWithAlphaSeparated(cc_spriteTexture, uv);
ALPHA_TEST(o);
return o;
}
}%