版本 3.6.0
2.x 能正常显示

3.x 不能正常显示
好歹分享下怎么画的吧
// Effect Syntax Guide: 着色器 · Cocos Creator
CCEffect %{
techniques:
-
passes:
-
name: shadow
vert: shadow-vs:vert
frag: shadow-fs:frag
rasterizerState:
cullMode: none
blendState:
targets:
- blend: true blendSrc: src_alpha blendDst: one_minus_src_alpha blendSrcAlpha: src_alpha blendDstAlpha: one_minus_src_alphaproperties: &props
_color: { value: [0, 0, 0, 1], editor: { type: color } } -
name: normal
vert: vs:vert
frag: fs:frag
rasterizerState:
cullMode: none
blendState:
targets:
- blend: true blendSrc: src_alpha blendDst: one_minus_src_alpha blendSrcAlpha: src_alpha blendDstAlpha: one_minus_src_alphaproperties: *props
-
}%
CCProgram shadow-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 i_color;
out vec2 i_uv;
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
i_uv = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(i_uv);
#endif
i_color = a_color;
pos.x += 0.1;
pos.y += 0.1;
return pos;
}
}%
//阴影渲染
CCProgram shadow-fs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_TEXTURE
#include <builtin/internal/sprite-texture>
#endif
in vec4 i_color;
in vec2 i_uv;
uniform Constant {
vec4 _color;
};
vec4 frag () {
vec4 color = vec4(1.0);
#if USE_TEXTURE
color *= texture(cc_spriteTexture, i_uv);
if(color.w >= 0.5) {
color.r = 0.0;
color.g = 0.0;
color.b = 0.0;
color.w = 0.5;
}
#endif
return color;
}
}%
CCProgram vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 i_color;
out vec2 i_uv;
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
i_uv = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(i_uv);
#endif
i_color = a_color;
return pos;
}
}%
//阴影渲染
CCProgram fs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_TEXTURE
#include <builtin/internal/sprite-texture>
#endif
in vec4 i_color;
in vec2 i_uv;
uniform Constant {
vec4 _color;
};
vec4 frag () {
vec4 color = vec4(1.0,1.0,1.0,1.0);
#if USE_TEXTURE
color = texture(cc_spriteTexture, i_uv);
#endif
return color;
}
}%
有没有尝试把 shadow-vs 中的 pos.z -= 0.01
已改 没有效果的
这是3.X的BUG吗
你把工程发一个把,肯定不是 bug,肯定是材质本身的问题,要么 blend 有问题,要么 pass 顺序问题
我用3.5的shader 写过类似的功能 没啥问题
这个问题我们看下
问题已经解决
可能是因为加了那个值,就是相当于一个三维空间了。不是层级的问题了。有个叫深度测试的东西,会把z不一样的渲染到前面或者后面

