141 lines
3.5 KiB
Plaintext
141 lines
3.5 KiB
Plaintext
// Rounded Corner Sprite Effect
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// 用于实现圆角矩形裁剪效果,性能优于 Mask 方案
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CCEffect %{
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techniques:
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- passes:
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- vert: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendSrcAlpha: src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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# 圆角参数: x=圆角半径比例(0-0.5), y=预留, z=节点宽度, w=节点高度
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roundedParams: { value: [0.08, 0.0, 347.0, 200.0] }
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# UV 区域: x=minU, y=minV, z=rangeU, w=rangeV (用于裁剪后的 SpriteFrame 归一化)
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uvRect: { value: [0.0, 0.0, 1.0, 1.0] }
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert() {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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#include <builtin/internal/alpha-test>
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in vec4 color;
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in vec2 uv0;
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// roundedParams: x=圆角半径比例, y=预留, z=节点宽度, w=节点高度
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// uvRect: x=minU, y=minV, z=rangeU, w=rangeV (裁剪后的 SpriteFrame UV 归一化)
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uniform Custom {
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vec4 roundedParams;
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vec4 uvRect;
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};
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#if USE_TEXTURE
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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#endif
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// 计算点到圆角矩形边界的有符号距离
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float roundedBoxSDF(vec2 centerPos, vec2 halfSize, float radius) {
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vec2 q = abs(centerPos) - halfSize + radius;
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return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
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}
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vec4 frag() {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
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#endif
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o *= color;
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// 解析参数
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float cornerRadius = roundedParams.x;
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vec2 nodeSize = vec2(roundedParams.z, roundedParams.w);
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// 将实际 UV 归一化到 0→1 范围(兼容裁剪后的 SpriteFrame)
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// uvRect: (minU, minV, rangeU, rangeV)
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vec2 normalizedUV = (uv0 - uvRect.xy) / uvRect.zw;
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// 将归一化 UV 转换为以中心为原点的坐标系
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vec2 centerUV = normalizedUV - 0.5;
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// 计算实际的圆角半径(基于短边)
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float minSize = min(nodeSize.x, nodeSize.y);
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float radius = cornerRadius * minSize;
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// 将 UV 坐标转换为像素坐标
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vec2 pixelPos = centerUV * nodeSize;
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vec2 halfSize = nodeSize * 0.5;
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// 计算 SDF 距离
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float dist = roundedBoxSDF(pixelPos, halfSize, radius);
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// 使用平滑的抗锯齿边缘
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float smoothEdge = 1.0 - smoothstep(-1.0, 1.0, dist);
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o.a *= smoothEdge;
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// 灰度转换(与 Cocos 内置 sprite shader 一致的 luminance 权重)
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#if USE_GRAY_SCALE
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float gray = dot(o.rgb, vec3(0.2126, 0.7152, 0.0722));
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o.rgb = vec3(gray);
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#endif
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ALPHA_TEST(o);
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return o;
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}
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}%
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