如题:
通过代码来改变shader,参数是改变了,但是程序并没有效果

下面是shader的effect:
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-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
uIntensity:
value: 4.37
uSeed:
value: 0.1
}%
CCProgram sprite-vs %{
precision highp float;
#include <cc-global>
#if USE_LOCAL
#include <cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common>
#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 sprite-fs %{
precision highp float;
#include <embedded-alpha>
#include <alpha-test>
#include <cc-global>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 10) uniform sampler2D cc_spriteTexture;
#endif
uniform Constant {
float uIntensity;
float uSeed;
};
vec2 c_UV0_main_4() {
return uv0;
}
float c_BurnOut_fr_3(vec2 c, float seed)
{
return fract(43.0 * sin(c.x + 7.0 * c.y) * seed);
}
float c_BurnOut_fn_3(vec2 p, float seed)
{
vec2 i = floor(p), w = p - i, j = vec2(1.0, 0.0);
w = w * w * (3.0 - w - w);
return mix(mix(c_BurnOut_fr_3(i, seed), c_BurnOut_fr_3(i + j, seed), w.x), mix(c_BurnOut_fr_3(i + j.yx, seed), c_BurnOut_fr_3(i + 1.0, seed), w.x), w.y);
}
float c_BurnOut_fa_3(vec2 p, float seed)
{
float m = 0.0, f = 2.0;
for (int i = 0; i < 9; i++) {
m += c_BurnOut_fn_3(f * p, seed) / f;
f += f;
}
return m;
}
vec4 c_BurnOut_main_3(vec4 MainColor, vec2 UV, float Intensity, float Seed)
{
float t = fract(Intensity * 0.9999);
float cc = smoothstep(t / 1.2, t + 0.1, c_BurnOut_fa_3(3.5 * UV, Seed));
vec4 c = vec4(cc);
c = MainColor * c;
c.r = mix(c.r, c.r * 15.0 * (1.0 - c.a) * 8.0, Intensity);
c.g = mix(c.g, c.g * 10.0 * (1.0 - c.a) * 4.0, Intensity);
c.b = mix(c.b, c.b * 5.0 * (1.0 - c.a), Intensity);
return vec4(c.rgb, c.a);
}
vec4 c_Output_main_1(vec4 Color) {
return Color;
}
vec4 shaderfx()
{
vec2 out_UV_UV0_4 = c_UV0_main_4();
vec4 out_Output_BurnOut_3 = c_BurnOut_main_3(texture(cc_spriteTexture, uv0), vec2(out_UV_UV0_4), uIntensity, uSeed);
return c_Output_main_1(vec4(out_Output_BurnOut_3));
}
vec4 frag () {
vec4 o = shaderfx();
o *= color;
ALPHA_TEST(o);
return o;
}
}%
通过控制uIntensity,或者uSeed都能达到效果,现在改变了uIntensity,但是对象没有跟着变化,是出了什么问题?是需要调用update吗?材质代码中好戏没有相关的api,求解。
