- Creator: 3.8.5
- 浏览器:chrome
// 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 }
startColor: { value: [1, 1, 1, 1], editor: { type: color, displayName: "Start Color" } }
endColor: { value: [1, 1, 1, 1], editor: { type: color, displayName: "End 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;
uniform Constants {
vec4 startColor;
vec4 endColor;
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = dot(o.rgb, vec3(0.2126, 0.7152, 0.0722));
o.rgb = vec3(gray);
#endif
// #if USE_HORIZONTAL
// o.rgb *= mix(startColor, endColor, vec4(uv0.x)).rgb;
// #endif
// #if USE_VERTICAL
// o.rgb *= mix(startColor, endColor, vec4(uv0.y)).rgb;
// #endif
// 10 阶段离散渐变
#if USE_HORIZONTAL
// 根据 uv0.x 计算阶段索引 (0-9)
float stageHorizontal = floor(uv0.x * 10.0);
// 转换为阶段内的插值权重 (0.0 - 1.0)
// float weightHorizontal = fract(uv0.x * 10.0);
// 根据阶段索引插值颜色
vec3 stageColorHorizontal = mix(startColor.rgb, endColor.rgb, stageHorizontal / 9.0);
// 应用插值颜色
o.rgb *= stageColorHorizontal;
#endif
#if USE_VERTICAL
// 根据 uv0.y 计算阶段索引 (0-9)
float stageVertical = floor(uv0.y * 10.0);
// 转换为阶段内的插值权重 (0.0 - 1.0)
// float weightVertical = fract(uv0.y * 10.0);
// 根据阶段索引插值颜色
vec3 stageColorVertical = mix(startColor.rgb, endColor.rgb, stageVertical / 9.0);
// 应用插值颜色
o.rgb *= stageColorVertical;
#endif
#endif
o *= color;
ALPHA_TEST(o);
return o;
}
}%
建立一个最基本的3d场景,拖入一个普通图片,应用这个effect,在编辑器里头能正常显示
但在浏览器里预览不能正常显示
似乎uv0.x或uv0.y的最大值只到0.25的样子
代码里放大4倍后,编辑器里头不正常,浏览器里头反而正常了。请教各位是哪里的配置忘记设置了吗?



这个有取消吗