如题,这里编辑器中设置baseLine为0.5,且修改0~1也是按照想要的进度显示。如下图

但是浏览器中显示则要设置baseLine为0.05才会显示一半的进度,而且测试下0.0~0.12才是范围值。如下图

下面是实现的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: 0.1 }
baseLine: { value : 0.3 }
A: {value: 0.01}
W: {value: 2.0}
waveLen: { value: 5.0}
}%
CCProgram sprite-vs %{
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 sprite-fs %{
precision highp float;
#include <embedded-alpha>
#include <alpha-test>
#include <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 MyUniformParams {
float baseLine;
float A;
float W;
float waveLen;
};
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
float value = A * sin(W * cc_time.x + uv0.x * waveLen);
if(uv0.y < baseLine + value) {
discard;
}
o *= color;
ALPHA_TEST(o);
return o;
}
}%
请大佬们指导一下,十分感谢~
补充:目前使用341版本


而且浏览器效果跟我在编辑器中看到差别很大,现在这个baseLine设置是0.05