请问2.3.2中怎么把文本的材质BlendFunc设为ONE

官方曾经在这个贴子中给出解决方法:

但是在2.3.2中这个方法已经无法编译了
请问现在怎么把文本的BlendFunc设为ONE?

自顶,有人知道怎么处理吗

再顶一下

已经自己解决,解决方法:
自己手写一个shader来替换默认的buildin-2d-sprite,
所以在shader中直接设置文本的混合模式即可……
分享一下shader的代码:
CCEffect %{
techniques:

  • passes:
    • vert: vs
      frag: fs
      blendState:
      targets:
      • blend: true
        blendSrc: one
        blendDst: one_minus_src_alpha
        blendSrcAlpha: one
        blendDstAlpha: one_minus_src_alpha
        rasterizerState:
        cullMode: none
        properties:
        texture: { value: white }
        alphaThreshold: { value: 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

void main () {
vec4 o = vec4(1, 1, 1, 1);
o.rgba *= v_color.a;

#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);

gl_FragColor = o;

}
}%