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- // 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:
- edgeColor: { value: [1.0, 1.0, 1.0, 1.0] }
- textureSize: { value: [512.0, 512.0] }
- edgeWidth: { value: 50.0 }
- alphaThreshold: { value: 0.5 }
- }%
- 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>
- #define MAX_EDGE_WIDTH 50.0 // 最大边缘宽度(可根据需求调整)
- in vec4 color;
- #if USE_TEXTURE
- in vec2 uv0;
- #pragma builtin(local)
- layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
- #endif
- uniform EdgeUniforms {
- vec4 edgeColor;
- vec2 textureSize;
- float edgeWidth;
- };
- vec4 frag () {
- vec4 o = vec4(1, 1, 1, 1);
- #if USE_TEXTURE
- o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
-
- // Edge detection based on alpha channel
- vec2 texelSize = 1.0 / textureSize;
- float currentAlpha = o.a;
-
- // Sample surrounding pixels to detect edge
- float edgeDetected = 0.0;
- if (currentAlpha > 0.01) {
- // Check if we're at the edge by sampling neighboring pixels
- float maxDistance = min(edgeWidth, MAX_EDGE_WIDTH);
- bool isEdge = false;
-
- // Check boundary conditions first (image edges)
- vec2 pixelPos = uv0 * textureSize;
- float distToLeft = pixelPos.x;
- float distToRight = textureSize.x - pixelPos.x;
- float distToTop = pixelPos.y;
- float distToBottom = textureSize.y - pixelPos.y;
-
- float minDistToBorder = min(min(distToLeft, distToRight), min(distToTop, distToBottom));
-
- if (minDistToBorder <= maxDistance) {
- isEdge = true;
- edgeDetected = max(edgeDetected, 1.0 - (minDistToBorder / maxDistance));
- }
-
- // Also check for alpha transitions
- if (!isEdge) {
- // 改为固定范围循环(-MAX_EDGE_WIDTH 到 MAX_EDGE_WIDTH)
- for (float x = -MAX_EDGE_WIDTH; x <= MAX_EDGE_WIDTH; x += 1.0) {
- for (float y = -MAX_EDGE_WIDTH; y <= MAX_EDGE_WIDTH; y += 1.0) {
- if (x == 0.0 && y == 0.0) continue;
-
- vec2 sampleUV = uv0 + vec2(x, y) * texelSize;
- float sampleAlpha = CCSampleWithAlphaSeparated(cc_spriteTexture, sampleUV).a;
-
- // If we find a transparent pixel nearby, we're at an edge
- if (sampleAlpha < 0.01) {
- float distance = length(vec2(x, y));
- if (distance <= maxDistance) {
- float edgeStrength = 1.0 - (distance / maxDistance);
- edgeDetected = max(edgeDetected, edgeStrength);
- isEdge = true;
- }
- }
- }
- }
- }
- }
-
- // Apply edge effect
- if (edgeDetected > 0.0) {
- o.rgb = mix(o.rgb, edgeColor.rgb, edgeDetected * edgeColor.a);
- }
-
- #endif
- o *= color;
- ALPHA_TEST(o);
- return o;
- }
- }%
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