1、项目需求
项目需要有一个功能:是当一个光点走过的路径,这个路径的位置就都亮起来的功能。
2、资料内容
功能类似这位大神的橡皮擦功能:https://forum.cocos.org/t/2-0-8/74246

但是,项目的需求还要经过的路径周围有模糊的外边——也就是从中心到边缘越来越暗。
所以对于借鉴了网上大神的shader例子,类似以下的示例:

在大神的肩膀上做了一些改动,来实现项目的需求。
3、项目示例
以下是我自己的测试项目的示例:

(请忽略这渣渣的画质,懒得装录屏软件了)
4、项目代码
SliderPointLight.ts
const {
	ccclass,
	property
} = cc._decorator;
@ccclass
export default class Follow_spot extends cc.Component {
	@property(cc.Node)
	bg: cc.Node = null;
	material: cc.Material = null;
	center: number[] = [0.5, 0.5];
	testArr: number[] = [];
	onLoad() {
		this.material = this.bg.getComponent(cc.Sprite).getMaterial(0);
		this.material.setProperty('wh_ratio', this.bg.width / this.bg.height);
		this.material.setProperty('center', this.center);
		//js 中最重要是这一句,这里参数是数组长度*数组里向量的维度
		this.material.setProperty('colorArr', new Float32Array(400));
		//这里设置的时候需要把数组里向量的分量展开到一个一维数组
		this.material.setProperty('colorArr', []);
		this.bg.on(cc.Node.EventType.TOUCH_MOVE, this.touchMoveEvent, this);
	}
	touchMoveEvent(evt: cc.Event.EventTouch) {
		this.center[0] = evt.getLocation().x / this.bg.width;
		this.center[1] = 1 - evt.getLocation().y / this.bg.height;
		console.log(this.center);
		this.material.setProperty('center', this.center);
		if (this.testArr.length >= 400) {
			this.testArr.shift();
			this.testArr.shift();
		}
		this.testArr.push(this.center[0]);
		this.testArr.push(this.center[1]);
		//js 中最重要是这一句,这里参数是数组长度*数组里向量的维度
		this.material.setProperty('colorArr', new Float32Array(this.testArr));
		//这里设置的时候需要把数组里向量的分量展开到一个一维数组
		this.material.setProperty('colorArr', this.testArr);
	}
}
SliderPointLight.effect
CCEffect % {
		techniques:
			-passes:
			-vert: vs
		frag: fs
		blendState:
			targets:
			-blend: true
		rasterizerState:
			cullMode: none
		properties:
			texture: {
				value: white
			}
		wh_ratio: {
			value: 1.78,
			editor: {
				tooltip: "宽高比"
			}
		}
		blur: {
			value: 0.35,
			editor: {
				tooltip: "光圈模糊程度"
			}
		}
		radius: {
			value: 0.5,
			editor: {
				tooltip: "光圈半径"
			}
		}
		center: {
			value: [0.5, 0.5],
			editor: {
				tooltip: "光圈起点"
			}
		}
		colorArr: {
			value: [0.5, 0.5, 0.5, 0.5]
		}
	} %
	CCProgram vs % {
		precision highp float;
		#include <cc-global>
		#include <cc-local>
		in vec3 a_position;
		in vec4 a_color;
		out vec4 v_color;
		#if USE_TEXTURE
		in vec2 a_uv0;
		out vec2 v_uv0;
		#endif
		void main() {
			vec4 pos = vec4(a_position, 1);
			#if CC_USE_MODEL
			pos = cc_matViewProj * cc_matWorld * pos;
			#else
			pos = cc_matViewProj * pos;
			#endif
			#if USE_TEXTURE
			v_uv0 = a_uv0;
			#endif
			v_color = a_color;
			gl_Position = pos;
		}
	} %
	CCProgram fs % {
		precision highp float;
		#include <alpha-test>
		in vec4 v_color;
		#if USE_TEXTURE
		in vec2 v_uv0;
		uniform sampler2D texture;
		#endif
		uniform ARGS {
			float radius;
			float blur;
			vec2 center;
			float wh_ratio;
		};
		//effect定义
		uniform Metaball {
			vec4 colorArr[100];
		};
		void main() {
			vec4 o = vec4(1, 1, 1, 0);
			o *= texture(texture, v_uv0);
			o *= v_color;
			float circle = radius * radius;
			for (int i = 0; i < 100; i++) {
				float colorX = colorArr[i].x;
				float colorY = colorArr[i].y;
				float rx = colorX * wh_ratio;
				float ry = colorY;
				float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
				o.a = smoothstep(circle, circle - blur, dis) + o.a;
			}
			gl_FragColor = o;
		}
	}%
以上就是CocosCreator如何实现划过的位置显示纹理的详细内容,更多关于CocosCreator资料请关注其它相关文章!

