这个是我们能免费用的?
mark 支持.
大佬,搞个2.*版本??可好?
//self defined effect author:ljw
CCEffect %{
techniques:
- name: stroke
passes:- vert: 2dvs:vert # builtin header
frag: 2dfs:frag
blendState:
targets:- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
properties: &props
mainColor: { value: [1, 1, 1, 1], editor: { type: color } }
strokeColor: {value: [1, 1, 1, 1] , editor: { type: color }}
fillColor: {value: [1, 0, 0, 1], editor: { type: color }}
strokeWidth: { value: 0.01}
- blend: true
- vert: 2dvs:vert # builtin header
- name: stroke-drawShadow
passes:- vert: 2dvs:vert # builtin header
frag: 2dfs-shadow:frag
blendState:
targets:- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
properties: &props
mainColor: { value: [1, 1, 1, 1], editor: { type: color } }
strokeColor: {value: [1, 1, 1, 1] , editor: { type: color }}
fillColor: {value: [1, 0, 0, 1], editor: { type: color }}
shaowColor: { value: [0,0,1,1], editor: { type: color }}
strokeWidth: { value: 0.01}
shadowWidth: {value: 0.02}
}%
- blend: true
- vert: 2dvs:vert # builtin header
CCProgram 2dvs { 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 2dfs %{
precision highp float;
#include
#include
in vec2 uv0;
uniform Constant {
vec4 mainColor;
vec4 strokeColor;
vec4 fillColor;
float strokeWidth;
};
vec4 drawEdgeStroke(){
float alphaThreshold = 0.3;
vec4 col1 = texture(cc_spriteTexture, uv0);
if(col1.a>alphaThreshold) return fillColor;
else {
vec4 col2 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,0.));
vec4 col3 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,0.));
vec4 col4 = texture(cc_spriteTexture, uv0+vec2(0.,strokeWidth));
vec4 col5 = texture(cc_spriteTexture, uv0+vec2(0.,-strokeWidth));
vec4 col6 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,strokeWidth));
vec4 col7 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,-strokeWidth));
vec4 col8 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,strokeWidth));
vec4 col9 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,-strokeWidth));
if(col2.a>alphaThreshold||col3.a>alphaThreshold||col4.a>alphaThreshold||col5.a>alphaThreshold
||col6.a>alphaThreshold||col7.a>alphaThreshold||col8.a>alphaThreshold||col9.a>alphaThreshold) return strokeColor;
else discard;
}
}
vec4 frag () {
vec4 col = drawEdgeStroke();
return CCFragOutput(col);
}
}%
CCProgram 2dfs-shadow %{
precision highp float;
#include
#include
in vec2 uv0;
uniform Constant {
vec4 mainColor;
vec4 strokeColor;
vec4 fillColor;
vec4 shaowColor;
float strokeWidth;
float shadowWidth;
};
vec4 drawEdgeStroke(){
float alphaThreshold = 0.3;
vec4 col1 = texture(cc_spriteTexture, uv0);
if(col1.a>alphaThreshold) return fillColor;//文字 正常渲染
else {
//上下左右偏移 strokeWidth个长度后的坐标
vec4 col2 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,0.));
vec4 col3 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,0.));
vec4 col4 = texture(cc_spriteTexture, uv0+vec2(0.,strokeWidth));
vec4 col5 = texture(cc_spriteTexture, uv0+vec2(0.,-strokeWidth));
vec4 col6 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,strokeWidth));
vec4 col7 = texture(cc_spriteTexture, uv0+vec2(strokeWidth,-strokeWidth));
vec4 col8 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,strokeWidth));
vec4 col9 = texture(cc_spriteTexture, uv0+vec2(-strokeWidth,-strokeWidth));
// 下右偏移
vec4 col10 = texture(cc_spriteTexture,uv0+vec2(-shadowWidth));
if(col2.a>alphaThreshold||col3.a>alphaThreshold||col4.a>alphaThreshold||col5.a>alphaThreshold
||col6.a>alphaThreshold||col7.a>alphaThreshold||col8.a>alphaThreshold||col9.a>alphaThreshold) return strokeColor;
else if(col10.a>alphaThreshold){
return shaowColor;
}else discard;
}
}
vec4 frag () {
vec4 col = drawEdgeStroke();
return CCFragOutput(col);
}
}%
看这个效果用shader写了个脚本,感觉比插件可能方便点。版本是3.5
不过看作者之前的帖子,他好像做了合批处理。
大佬我只想对你说 爱你 爱你 爱你,如果没时间,我们可以用金钱来赞助,做的更好
问下,这个字是不是每次都要自己去生成?手动一个个往里面输入吗,如果想要继续添加,界面关闭后又没了
可以选择从文本文件去读, 弄个 txt 文件,放项目里
ok 了解哈哈
对了如果里面字体太多的话需要去重吗?
现在的版本需要, 今天有人反馈了, 我写了去重,但是有 bug,近期会更一版,把 bug 修了
意思是后面可以在里面随便写字,不用关心一样对吗
是的,以后不需要关心
哈哈坐等大牛更新
有没有可能做动态生成SDF纹理,基于LRU管理SDF纹理?
工作量太大,不考虑, 还要面临性能问题等等,一个人搞不了
顶支持,mark