我哭死,不如回去用2.4。
现在这样,等于把Shader这一条路封了
3的具体版本是多少?
建议include sprite-texture.chunk,不要手动写binding。
然后3.8.x的binding应该是12。
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
目前3.8.5
去掉手动Binding也一样
试试这个呢?
CCProgram fs %{
precision highp float;
#include <legacy/output>
#include <builtin/internal/embedded-alpha>
in vec2 v_texCoord;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
uniform EffectUniform {
vec4 color;
float intensity;
};
layout(location = 0) out vec4 o_fragColor;
void main () {
vec4 texColor = CCSampleWithAlphaSeparated(cc_spriteTexture, v_texCoord);
// 只混合RGB颜色,保持原始alpha不变
vec3 finalColor = mix(texColor.rgb, color.rgb, intensity);
o_fragColor = vec4(finalColor, texColor.a);
}
}%
一样,还是完全透明
你这是Editor中的, 进游戏中呢?
复制cocos的改不就行了
// 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 }
intensity: { value: 0.5, editor: { type: slider, range: [0, 1] } }
testColor: { value: [1.0, 1.0, 1.0, 1.0], editor: { type: color } }
}%
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>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
uniform EffectUniform {
vec4 testColor;
float intensity;
};
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#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;
// 只混合RGB颜色,保持原始alpha不变
vec3 finalColor = mix(o.rgb, testColor.rgb, intensity);
o = vec4(finalColor, o.a);
ALPHA_TEST(o);
return o;
}
}%
你最后改出来的是啥样的?你之前发的是不能显示的
你发的代码我试了不行。。
你什么版本?
应该没问题啊,我是3.8.5
你这确实是可以,我研究一下Shader到底写得有啥区别?感谢大佬
我不是大佬, 我也在学shader, 一起学习咯



