消消方块阵换皮表情
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CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: miaobian-fs:frag
embeddedMacros: { USE_LOCAL: true }
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 }
outlineThreshold: { value: 0.5 }
outlineColor: { value: [1, 0.8, 0.1, 1] }
outlineWidthPx: { value: 2.0 }
outlineMode: { value: 0.0 } # 0=纯色描边 1=藤蔓描边
vineColor: { value: [1, 1, 1, 1] }
vineTiling: { value: [6, 1] }
vineOffset: { value: [0, 0] }
vineTexture: { value: white, editor: { type: texture } }
# 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
texelSize: { value: [0.001, 0.001] }
}%
CCProgram shared-ubos %{
uniform Constants {
vec4 outlineColor;
vec4 vineColor;
vec2 vineTiling;
vec2 vineOffset;
vec2 texelSize; // 依然保留,但在代码中我们会尝试自动修正它
float outlineThreshold;
float outlineWidthPx;
float outlineMode;
float _pad0;
};
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#include <shared-ubos>
#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 miaobian-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
#include <shared-ubos>
in vec4 color;
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
uniform sampler2D vineTexture;
// 判断像素是否属于主体
float isSolid(vec2 uv) {
return step(outlineThreshold, texture(cc_spriteTexture, uv).a);
}
vec4 frag () {
vec4 baseTex = texture(cc_spriteTexture, uv0);
vec4 base = baseTex * color;
// 当前像素是否为不透明主体
float inside = isSolid(uv0);
// 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
vec2 pixelSize = texelSize;
float maxSteps = clamp(ceil(outlineWidthPx), 1.0, 8.0);
float expanded = inside;
for (int i = 1; i <= 8; i++) {
float enabled = step(float(i), maxSteps + 0.5);
float fi = float(i);
vec2 d = pixelSize * fi;
expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, 0.0)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, 0.0)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2(0.0, d.y)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2(0.0, -d.y)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, d.y)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, d.y)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2( d.x, -d.y)));
expanded = max(expanded, enabled * isSolid(uv0 + vec2(-d.x, -d.y)));
}
// 计算描边遮罩:膨胀区域 - 原始区域
float outlineMask = expanded * (1.0 - inside);
// 计算最终颜色
vec4 outlineCol = outlineColor;
// 藤蔓模式
if (outlineMode >= 0.5) {
vec2 vineUV = uv0 * vineTiling + vineOffset;
outlineCol = texture(vineTexture, vineUV) * vineColor;
}
vec4 outCol = base;
// 混合颜色
outCol.rgb = mix(outCol.rgb, outlineCol.rgb, outlineMask * outlineCol.a);
// 混合透明度
outCol.a = max(outCol.a, outlineMask * outlineCol.a);
ALPHA_TEST(outCol);
return outCol;
}
}%