我这里用的是cocos creator 3.7.2版本,不同版本可能存在差异
看下效果
没有透视:
透视:
从上面两张图还是可以看出差异的~ shader代码
代码语言:javascript复制// 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: 0.5 }
u_point: { value: [1,1] }
u_starty: {value: 0 }
}%
代码语言:javascript复制CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#include <builtin/internal/embedded-alpha>
#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;
uniform Constant{
vec2 u_point; // 自己定义的顶点
float u_starty; // 扑克牌底边离屏幕下边的距离
};
vec4 vert () {
vec4 pos = vec4(a_position, 1);
pos.x = (u_point.x - pos.x) * ((pos.y - u_starty) / u_point.y);
#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>
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
#endif
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
o *= color;
ALPHA_TEST(o);
return o;
}
}%
使用方法
在cocos creator 中找到精灵默认使用的材质ui-sprite-material.mtl
,将材质拷贝出来放在自己的资源文件夹下(必须拷贝出来,不然无法修改)。将上面代码保存为gradient.effect
,名字按照自己的想法来。最后修改下面4个地方即可
- 将精灵的”CustomMaterial”属性设置为你刚刚拷贝出来的材质
- 将材质的
Effect
属性设置为刚刚保存的gradient.effect
shader文件 - 这里
USE TEXTURE
一定要勾选上,不然没有纹理,只会显示一张空白图 - 调整这三个参数,获得自己想要的透视效果