以后在论坛我(wing)还是用我吃鸡的id:小不溜,用中文ID,用国产引擎
游戏中,流动图标的背景应该是常用需求,有的同学喜欢用动画实现,这里简单的用shader实现一版,线上效果图:
参数很简单,就一个角度,一个重复次数,一个速度
核心函数,将uv进行旋转,然后朝一个方向移动就行了
vec2 rotateUV(vec2 uv, float rotation, float repeat) {
uv -= 0.5;
float r = length(uv);
float s = sin(rotation);
float c = cos(rotation);
mat2 m = mat2(c, -s, s, c);
uv = m * uv;
uv += 0.5;
uv.y += speed * cc_time.x;
return uv * repeat;
}
一下是完整shader
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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 }
angle: { value: 0.0, editor: { type: float, min: -360.0, max: 360.0, step: 1.0 } }
repeat: { value: 1, editor: { type: vec2, min: 1.0, max: 100.0, step: 1 } }
speed: { value: 1, editor: { type: vec2, min: -10.0, max: 10.0, step: 1 } }
}%
CCProgram sprite-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 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 <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
#include <builtin/uniforms/cc-global>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
uniform Constant {
float repeat;
float angle;
float speed;
};
vec2 rotateUV(vec2 uv, float rotation, float repeat) {
uv -= 0.5;
float r = length(uv);
float s = sin(rotation);
float c = cos(rotation);
mat2 m = mat2(c, -s, s, c);
uv = m * uv;
uv += 0.5;
uv.y += speed * cc_time.x;
return uv * repeat;
}
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
vec2 uv = rotateUV(uv0, radians(angle), repeat);
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
o *= color;
ALPHA_TEST(o);
return o;
}
}%
用法:
创建材质球,使用此shader,然后赋给sprite的自定义材质:
Tips:
纹理的拼接模式需要改成:重复-repeat
且纹理不能参与合图
希望对大家有所帮助!!