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更新材质2.2.2
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fylz1125 committed Feb 14, 2020
1 parent d259086 commit 8430ad2
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13 changes: 4 additions & 9 deletions README.md
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# 捕鱼达人-Creator2.0.6版TS实现

## 每晚21:00,我在腾讯课堂直播分享Creator游戏开发技术,欢迎大家关注我的课程。
## 腾讯直播地址:[https://ke.qq.com/course/378768?tuin=3ce6693](https://ke.qq.com/course/378768?tuin=3ce6693)

---
# 捕鱼达人-Creator2.2.2版TS实现

### 开发工具

- cocos creator v2.0.6
- vscode v1.25.1
- cocos creator v2.2.2
- vscode v1.42.0
- 脚本:Typescript

### Q讨论群(大游戏):704391772
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代码经过多次重构,虽然目前还没有完全完善,但是已经十分清晰易懂。

视频教程正在制作中,采用2.0.6版本引擎讲解制作,希望能帮助新手快速入门
视频教程正在制作中,采用2.2.0版本引擎讲解制作,希望能帮助新手快速入门


## 先看效果
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7 changes: 7 additions & 0 deletions assets/Effects.meta
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{
"ver": "1.0.1",
"uuid": "83dc5437-959b-4a61-b766-7b1b30ad1572",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}
106 changes: 106 additions & 0 deletions assets/Effects/wave.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.

CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
}%


CCProgram vs %{
precision highp float;

#include <cc-global>
#include <cc-local>

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 <cc-global>
#include <alpha-test>

in vec4 v_color;

#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif

#define F cos(x-y)*cos(y),sin(x+y)*sin(y)

// 接收外部变量
uniform WaveSize {
// 纹理尺寸(宽 x 高)(px)
vec2 resolution;
float time;
}

vec2 s(vec2 p){
float d = time*0.2;
float x=8.0*(p.x+d);
float y=8.0*(p.y+d);
return vec2(F);
}

void main () {
vec4 o = vec4(1., 1., 1., 1.);

#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif

o *= v_color;

ALPHA_TEST(o);

// 换成resolution
vec2 rs = resolution.xy;
// 换成纹理坐标v_texCoord.xy
vec2 uv = v_uv0.xy;
vec2 q = uv+2./resolution.x*(s(uv)-s(uv+rs));
//反转y
// q.y=1.-q.y;
gl_FragColor = texture2D(texture,q);
}
}%
17 changes: 17 additions & 0 deletions assets/Effects/wave.effect.meta
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{
"ver": "1.0.23",
"uuid": "67ea6ce0-b389-471d-8d8f-76cb3fcece6e",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\nuniform vec2 resolution;\nuniform float time;\nvec2 s(vec2 p){\n float d = time*0.2;\n float x=8.0*(p.x+d);\n float y=8.0*(p.y+d);\n return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n}\n\nvoid main () {\n vec4 o = vec4(1., 1., 1., 1.);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n vec2 rs = resolution.xy;\n\n vec2 uv = v_uv0.xy;\n vec2 q = uv+2./resolution.x*(s(uv)-s(uv+rs));\n\n gl_FragColor = texture2D(texture,q);\n}\n"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\nuniform WaveSize {\n\n vec2 resolution;\n float time;\n}\n\nvec2 s(vec2 p){\n float d = time*0.2;\n float x=8.0*(p.x+d);\n float y=8.0*(p.y+d);\n return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n}\n\nvoid main () {\n vec4 o = vec4(1., 1., 1., 1.);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n vec2 rs = resolution.xy;\n\n vec2 uv = v_uv0.xy;\n vec2 q = uv+2./resolution.x*(s(uv)-s(uv+rs));\n\n gl_FragColor = texture2D(texture,q);\n}\n"
}
}
],
"subMetas": {}
}
7 changes: 7 additions & 0 deletions assets/Materials.meta
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{
"ver": "1.0.1",
"uuid": "1e48d3ba-788c-4269-8916-9b02e50e981c",
"isSubpackage": false,
"subpackageName": "",
"subMetas": {}
}
13 changes: 13 additions & 0 deletions assets/Materials/wave.mtl
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{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "67ea6ce0-b389-471d-8d8f-76cb3fcece6e"
},
"_defines": {
"USE_TEXTURE": true
},
"_props": {}
}
6 changes: 6 additions & 0 deletions assets/Materials/wave.mtl.meta
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{
"ver": "1.0.2",
"uuid": "a8c5187c-2937-4dbd-8e81-83ff6d246fdb",
"dataAsSubAsset": null,
"subMetas": {}
}
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