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155 lines
4.3 KiB
155 lines
4.3 KiB
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1 week ago
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CCEffect %{
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techniques:
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- passes:
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- vert: sprite-vs:vert
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frag: miaobian-fs:frag
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embeddedMacros: { USE_LOCAL: true }
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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outlineThreshold: { value: 0.5 }
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outlineColor: { value: [1, 0.8, 0.1, 1] }
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outlineWidthPx: { value: 2.0 }
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outlineMode: { value: 0.0 } # 0=纯色描边 1=藤蔓描边
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vineColor: { value: [1, 1, 1, 1] }
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vineTiling: { value: [6, 1] }
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vineOffset: { value: [0, 0] }
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vineTexture: { value: white, editor: { type: texture } }
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# 注意:texelSize 现在由代码自动计算,无需手动传入,但保留以防万一
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texelSize: { value: [0.001, 0.001] }
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}%
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CCProgram shared-ubos %{
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uniform Constants {
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vec4 outlineColor;
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vec4 vineColor;
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vec2 vineTiling;
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vec2 vineOffset;
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vec2 texelSize; // 依然保留,但在代码中我们会尝试自动修正它
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float outlineThreshold;
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float outlineWidthPx;
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float outlineMode;
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float _pad0;
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};
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#include <shared-ubos>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram miaobian-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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#include <builtin/internal/alpha-test>
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#include <shared-ubos>
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in vec4 color;
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in vec2 uv0;
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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uniform sampler2D vineTexture;
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// 判断像素是否属于主体
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float isSolid(vec2 uv) {
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return step(outlineThreshold, texture(cc_spriteTexture, uv).a);
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}
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vec4 frag () {
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vec4 baseTex = texture(cc_spriteTexture, uv0);
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vec4 base = baseTex * color;
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// 当前像素是否为不透明主体
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float inside = isSolid(uv0);
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// 稳定的“逐圈膨胀”采样:固定 8 次循环,避免 WebGL1 的动态循环限制
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vec2 pixelSize = texelSize;
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float maxSteps = clamp(ceil(outlineWidthPx), 1.0, 8.0);
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float expanded = inside;
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for (int i = 1; i <= 8; i++) {
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float enabled = step(float(i), maxSteps + 0.5);
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float fi = float(i);
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vec2 d = pixelSize * fi;
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expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, 0.0)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, 0.0)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2(0.0, d.y)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2(0.0, -d.y)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, d.y)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, d.y)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, -d.y)));
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expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, -d.y)));
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}
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// 计算描边遮罩:膨胀区域 - 原始区域
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float outlineMask = expanded * (1.0 - inside);
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// 计算最终颜色
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vec4 outlineCol = outlineColor;
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// 藤蔓模式
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if (outlineMode >= 0.5) {
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vec2 vineUV = uv0 * vineTiling + vineOffset;
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outlineCol = texture(vineTexture, vineUV) * vineColor;
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}
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vec4 outCol = base;
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// 混合颜色
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outCol.rgb = mix(outCol.rgb, outlineCol.rgb, outlineMask * outlineCol.a);
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// 混合透明度
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outCol.a = max(outCol.a, outlineMask * outlineCol.a);
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ALPHA_TEST(outCol);
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return outCol;
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}
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}%
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