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
-
const { ccclass, property } = cc._decorator; -
@ccclass -
export default class Follow_spot extends cc.Component { -
@property(cc.Node) -
bg: cc.Node = null; -
material: cc.Material = null; -
center: number[] = [0.5, 0.5]; -
testArr: number[] = []; -
onLoad() { -
this.material = this.bg.getComponent(cc.Sprite).getMaterial(0); -
this.material.setProperty('wh_ratio', this.bg.width / this.bg.height); -
this.material.setProperty('center', this.center); -
//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 -
this.material.setProperty('colorArr', new Float32Array(400)); -
//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 -
this.material.setProperty('colorArr', []); -
this.bg.on(cc.Node.EventType.TOUCH_MOVE, this.touchMoveEvent, this); -
} -
touchMoveEvent(evt: cc.Event.EventTouch) { -
this.center[0] = evt.getLocation().x / this.bg.width; -
this.center[1] = 1 - evt.getLocation().y / this.bg.height; -
console.log(this.center); -
this.material.setProperty('center', this.center); -
if (this.testArr.length >= 400) { -
this.testArr.shift(); -
this.testArr.shift(); -
} -
this.testArr.push(this.center[0]); -
this.testArr.push(this.center[1]); -
//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 -
this.material.setProperty('colorArr', new Float32Array(this.testArr)); -
//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 -
this.material.setProperty('colorArr', this.testArr); -
} -
}
SliderPointLight.effect
-
CCEffect %{ -
techniques: -
- passes: -
- vert: vs -
frag: fs -
blendState: -
targets: -
- blend: true -
rasterizerState: -
cullMode: none -
properties: -
texture: { value: white } -
wh_ratio: { -
value: 1.78, -
editor: { -
tooltip: "宽高比" -
} -
} -
blur: { -
value: 0.35, -
editor: { -
tooltip: "光圈模糊程度" -
} -
} -
radius: { -
value: 0.5, -
editor: { -
tooltip: "光圈半径" -
} -
} -
center: { -
value: [0.5, 0.5], -
editor: { -
tooltip: "光圈起点" -
} -
} -
colorArr: {value: [0.5,0.5,0.5,0.5]} -
}% -
CCProgram vs %{ -
precision highp float; -
#include -
#include -
in vec3 a_position; -
in vec4 a_color; -
out vec4 v_color; -
#if USE_TEXTURE -
in vec2 a_uv0; -
out vec2 v_uv0; -
#endif -
void main () { -
vec4 pos = vec4(a_position, 1); -
#if CC_USE_MODEL -
pos = cc_matViewProj * cc_matWorld * pos; -
#else -
pos = cc_matViewProj * pos; -
#endif -
#if USE_TEXTURE -
v_uv0 = a_uv0; -
#endif -
v_color = a_color; -
gl_Position = pos; -
} -
}% -
CCProgram fs %{ -
precision highp float; -
#include -
in vec4 v_color; -
#if USE_TEXTURE -
in vec2 v_uv0; -
uniform sampler2D texture; -
#endif -
uniform ARGS{ -
float radius; -
float blur; -
vec2 center; -
float wh_ratio; -
}; -
//effect定义 -
uniform Metaball { -
vec4 colorArr[100]; -
}; -
void main () { -
vec4 o = vec4(1, 1, 1, 0); -
o *= texture(texture, v_uv0); -
o *= v_color; -
float circle = radius * radius; -
for(int i = 0; i < 100; i++) { -
float colorX = colorArr[i].x; -
float colorY = colorArr[i].y; -
float rx = colorX * wh_ratio; -
float ry = colorY; -
float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry); -
o.a = smoothstep(circle, circle - blur, dis)+o.a; -
} -
gl_FragColor = o; -
} -
}%
