MatchMaster/assets/jungle_treasure/effect/title_shine.effect
2026-08-07 10:59:22 +08:00

92 lines
2.0 KiB
Plaintext

CCEffect %{
techniques:
- passes:
- vert: title-shine-vs
frag: title-shine-fs
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
rasterizerState:
cullMode: none
depthStencilState:
depthTest: false
depthWrite: false
properties:
texture: { value: white }
shinePosition: { value: -0.3 }
shineWidth: { value: 0.13 }
shineStrength: { value: 1.8 }
shineAngle: { value: 0.2 }
shineColor: { value: [1.0, 0.95, 0.68, 1.0] }
}%
CCProgram title-shine-vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
in vec2 a_uv0;
out vec4 v_color;
out vec2 v_uv0;
void main () {
vec4 pos = vec4(a_position, 1.0);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
gl_Position = pos;
v_color = a_color;
v_uv0 = a_uv0;
}
}%
CCProgram title-shine-fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
in vec2 v_uv0;
uniform sampler2D texture;
uniform ShineProperties {
vec4 shineColor;
float shinePosition;
float shineWidth;
float shineStrength;
float shineAngle;
};
void main () {
vec4 color = vec4(1.0);
CCTexture(texture, v_uv0, color);
color *= v_color;
float sweepAxis = v_uv0.x + (v_uv0.y - 0.5) * shineAngle;
float bandIn = smoothstep(
shinePosition - shineWidth,
shinePosition,
sweepAxis
);
float bandOut = 1.0 - smoothstep(
shinePosition,
shinePosition + shineWidth,
sweepAxis
);
float shine = pow(clamp(bandIn * bandOut, 0.0, 1.0), 1.35);
color.rgb += shineColor.rgb * shine * shineStrength * color.a;
ALPHA_TEST(color);
#if USE_BGRA
gl_FragColor = color.bgra;
#else
gl_FragColor = color.rgba;
#endif
}
}%