消消方块阵换皮表情
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: circle-hole-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 }
# 修复核心:只定义一组默认值 (4个float),避免 YAML 解析长度错误
# 实际使用时,请务必通过脚本 material.setProperty('circles', [...]) 传入完整数组
circles: { value: [0.5, 0.5, 0.1, 0.02] }
holeCount: { value: 1 }
globalEdgeSoftness: { value: 0.02 }
maskColor: { value: [1, 1, 1, 1] }
textureSize: { value: [300, 300] }
}%
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;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram circle-hole-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
uniform ufs {
// 即使 properties 只定义了4个,这里声明 20 个也是安全的
// 只要脚本传入的数组长度 >= holeCount * 4 即可
vec4 circles[20];
vec4 maskColor;
vec2 textureSize;
float holeCount;
float globalEdgeSoftness;
};
float sdf_circle(vec2 uv, vec2 center, float r, float softness) {
float dist = distance(uv, center);
return smoothstep(r, r + softness, dist);
}
vec4 frag() {
vec4 o = maskColor;
#if USE_TEXTURE
o *= texture(cc_spriteTexture, uv0);
#endif
o *= color;
float holeMask = 1.0;
int maxHoles = int(holeCount);
if (maxHoles > 20) maxHoles = 20;
if (maxHoles < 0) maxHoles = 0;
for (int i = 0; i < 20; ++i) {
if (i >= maxHoles) break;
vec4 circle = circles[i];
if (circle.z <= 0.0) continue;
vec2 center = circle.xy;
// --- 开始修复椭圆问题 ---
float aspect = textureSize.x / textureSize.y;
if (aspect <= 0.0) aspect = 1.0;
vec2 correctedUV = uv0;
correctedUV.x *= aspect;
vec2 correctedCenter = center;
correctedCenter.x *= aspect;
float refDim = textureSize.y;
if (refDim <= 0.0) refDim = 1.0;
float uvRadius = circle.z / refDim;
float softness = circle.w > 0.0 ? circle.w : globalEdgeSoftness;
float dist = distance(correctedUV, correctedCenter);
float circleMask = smoothstep(uvRadius, uvRadius + softness, dist);
// --- 结束修复 ---
holeMask *= circleMask;
}
o.a *= holeMask;
ALPHA_TEST(o);
return o;
}
}%