求spine外发光做法

求一spine外发光做法

同问,顶一下

我记得论坛有大佬发过
https://forum.cocos.org/t/topic/110559

也许可以先把单一Spine照到RenderTextue,然后对得到的Texture进行Shader发光。

请问单独spine单节点截图截不了,截整个canvas或者单个sprite可以,求单一spine截图的正确姿势

我也不会,参考一下这个不知行不行。

Creator | 实现单个 Node 截图的两种方式 - Creator - Cocos中文社区

额,就是用的这个。。。

你可以和@ SuperSuRaccoon大佬问一下,记得大佬当初和我说过这个,大概思路和楼上差不多,先对spine进行截图,然后渲染这个纹理进行外发光,然后将spine本身挪到别处去。。。但是每帧截图效率不一定高,个人觉得会掉帧,不过应该有优化方案

做出来一个简易的shader,一行代码,但是有缺陷!

// 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 }
        spineOverlayColor: { value: [1.0, 1.0, 1.0, 1.0], editor: { type: color } }
}%

CCProgram vs %{

precision highp float;

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

in vec3 a_position;
in vec4 a_color;
#if USE_TINT
  in vec4 a_color0;
#endif

in vec2 a_uv0;
out vec2 v_uv0;

out vec4 v_light;
#if USE_TINT
  out vec4 v_dark;
#endif

void main () {
  mat4 mvp;
  
  #if CC_USE_MODEL
    mvp = cc_matViewProj * cc_matWorld;
  #else
    mvp = cc_matViewProj;
  #endif

  v_uv0 = a_uv0;

  v_light = a_color;
  #if USE_TINT
    v_dark = a_color0;
  #endif

  gl_Position = mvp * vec4(a_position, 1);
}

}%

CCProgram fs %{

precision highp float;

uniform sampler2D texture;
in vec2 v_uv0;

in vec4 v_light;
#if USE_TINT
  in vec4 v_dark;
#endif

#include <alpha-test>
#include <texture>

uniform spineColorOverlay{
  vec4 spineOverlayColor; 
};

void main () {
  vec4 texColor = vec4(1.0);
  CCTexture(texture, v_uv0, texColor);

  texColor = mix(texColor, spineOverlayColor, spineOverlayColor.a * step(texColor.a, 0.3) * step(0.001, texColor.a));

  vec4 finalColor;

  #if USE_TINT
    finalColor.a = v_light.a * texColor.a;
    finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
  #else
    finalColor = texColor * v_light;
  #endif

  ALPHA_TEST(finalColor);

  gl_FragColor = finalColor;
}

}%

这个好像和你要的差不多: