1、项目需求
项目需要有一个功能:是当一个光点走过的路径,这个路径的位置就都亮起来的功能。
2、资料内容
功能类似这位大神的橡皮擦功能:https://forum.cocos.org/t/2-0-8/74246
但是,项目的需求还要经过的路径周围有模糊的外边——也就是从中心到边缘越来越暗。
所以对于借鉴了网上大神的shader例子,类似以下的示例:
在大神的肩膀上做了一些改动,来实现项目的需求。
3、项目示例
以下是我自己的测试项目的示例:
(请忽略这渣渣的画质,懒得装录屏软件了)
4、项目代码
SliderPointLight.ts
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class Follow_spot extends cc.Component {
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@property(cc.Node)
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bg: cc.Node = null;
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material: cc.Material = null;
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center: number[] = [0.5, 0.5];
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testArr: number[] = [];
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onLoad() {
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this.material = this.bg.getComponent(cc.Sprite).getMaterial(0);
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this.material.setProperty('wh_ratio', this.bg.width / this.bg.height);
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this.material.setProperty('center', this.center);
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//js 中最重要是这一句,这里参数是数组长度*数组里向量的维度
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this.material.setProperty('colorArr', new Float32Array(400));
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//这里设置的时候需要把数组里向量的分量展开到一个一维数组
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this.material.setProperty('colorArr', []);
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this.bg.on(cc.Node.EventType.TOUCH_MOVE, this.touchMoveEvent, this);
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}
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touchMoveEvent(evt: cc.Event.EventTouch) {
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this.center[0] = evt.getLocation().x / this.bg.width;
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this.center[1] = 1 - evt.getLocation().y / this.bg.height;
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console.log(this.center);
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this.material.setProperty('center', this.center);
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if (this.testArr.length >= 400) {
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this.testArr.shift();
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this.testArr.shift();
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}
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this.testArr.push(this.center[0]);
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this.testArr.push(this.center[1]);
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//js 中最重要是这一句,这里参数是数组长度*数组里向量的维度
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this.material.setProperty('colorArr', new Float32Array(this.testArr));
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//这里设置的时候需要把数组里向量的分量展开到一个一维数组
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this.material.setProperty('colorArr', this.testArr);
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}
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}
SliderPointLight.effect
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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wh_ratio: {
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value: 1.78,
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editor: {
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tooltip: "宽高比"
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}
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}
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blur: {
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value: 0.35,
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editor: {
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tooltip: "光圈模糊程度"
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}
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}
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radius: {
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value: 0.5,
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editor: {
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tooltip: "光圈半径"
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}
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}
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center: {
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value: [0.5, 0.5],
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editor: {
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tooltip: "光圈起点"
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}
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}
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colorArr: {value: [0.5,0.5,0.5,0.5]}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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uniform ARGS{
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float radius;
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float blur;
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vec2 center;
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float wh_ratio;
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};
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//effect定义
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uniform Metaball {
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vec4 colorArr[100];
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};
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void main () {
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vec4 o = vec4(1, 1, 1, 0);
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o *= texture(texture, v_uv0);
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o *= v_color;
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float circle = radius * radius;
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for(int i = 0; i < 100; i++) {
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float colorX = colorArr[i].x;
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float colorY = colorArr[i].y;
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float rx = colorX * wh_ratio;
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float ry = colorY;
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float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
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o.a = smoothstep(circle, circle - blur, dis)+o.a;
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}
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gl_FragColor = o;
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}
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}%