关于怎么开启后效效果我这里不再赘述,可以前往Cocos官方文档查看具体细节:后效处理官网
下面讲一下怎么自己定义一个后处理效果,想添加自己的后效处理的话只需要在postProcess节点下添加一个BlitScreen 组件即可,然后自己去添加自己想要的材质,官方说 简单的后效可以直接将后效材质添加到 Blit-Screen 后效组件 上,复杂的后效需要自定义一个后效 pass ,但是我觉得这种方式搞的后处理效果就可以很炸裂。
首先创建一个shader文件,关键是这个shader文件在哪里下载呢,你可以复制一个内置的后效文件,然后在它的基础上做一下修改,比如我复制 internal/effects/pipeline/post-process/blit-screen.effect文件到自己的项目文件夹里面,但是它还依赖了一个chun文件,这时候我直接将chunk文件也直接复制过来使用,放到我自己的shaders文件夹:稍作修改:
- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
-
- CCEffect %{
- techniques:
- - passes:
- - vert: vs
- frag: fs
- pass: post-process
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: one
- blendDst: one_minus_src_alpha
- blendSrcAlpha: one
- blendDstAlpha: zero
- properties:
- color: {value: [1.0,1.0,1.0,0.5],editor: {type: color}}
- }%
-
-
- CCProgram vs %{
- /* 这个vs就是 我复制不来的chunk 放到shaders文件夹了 */
- #include <./vs>
-
- }%
-
-
- CCProgram fs %{
- /** 想要使用cc_time变量需要引入这个文件 */
- #include
- precision highp float;
- // Maximum number of cells a ripple can cross.
- #define MAX_RADIUS 1
-
- // Set to 1 to hash twice. Slower, but less patterns.
- #define DOUBLE_HASH 0
-
- // Hash functions shamefully stolen from:
- // https://www.shadertoy.com/view/4djSRW
- #define HASHSCALE1 .1031
- #define HASHSCALE3 vec3(.1031, .1030, .0973)
-
-
-
- float hash12(vec2 p)
- {
- vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
- p3 += dot(p3, p3.yzx + 19.19);
- return fract((p3.x + p3.y) * p3.z);
- }
-
-
- vec2 hash22(vec2 p)
- {
- vec3 p3 = fract(vec3(p.xyx) * HASHSCALE3);
- p3 += dot(p3, p3.yzx+19.19);
- return fract((p3.xx+p3.yz)*p3.zy);
- }
- in vec2 v_uv;
-
- uniform UBO {
- vec4 inputViewPort;
- vec4 color;
- };
- #pragma rate inputTexture pass
- uniform sampler2D inputTexture;
-
- layout(location = 0) out vec4 fragColor;
-
- vec3 rain()
- {
- vec2 uv = v_uv;
- uv *= 5.;
- vec2 p0 = floor(uv);
-
- vec4 time = cc_time;
- vec2 resolution = cc_screenSize.xy;
-
- vec2 circles = vec2(0.);
- for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j)
- {
- for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i)
- {
- vec2 pi = p0 + vec2(i, j);
- #if DOUBLE_HASH
- vec2 hsh = hash22(pi);
- #else
- vec2 hsh = pi;
- #endif
- vec2 p = pi + hash22(hsh);
-
- float t = fract(0.3*time.x + hash12(hsh));
- vec2 v = p - uv;
- float d = length(v) - (float(MAX_RADIUS) + 1.)*t;
-
- float h = 1e-3;
- float d1 = d - h;
- float d2 = d + h;
- float p1 = sin(40.*d1) * smoothstep(-0.6, -0.3, d1) * smoothstep(0., -0.3, d1);
- float p2 = sin(40.*d2) * smoothstep(-0.6, -0.3, d2) * smoothstep(0., -0.3, d2);
- circles += 0.1 * normalize(v) * ((p2 - p1) / (2. * h) * (1. - t) * (1. - t));
- }
- }
- circles /= float((MAX_RADIUS*2+1)*(MAX_RADIUS*2+1));
-
- float intensity = mix(0.01, 0.1, smoothstep(0.1, 0.6, abs(fract(0.05*time.x + 0.5)*2.-1.)));
- vec3 n = vec3(circles, sqrt(1. - dot(circles, circles)));
- vec3 color1 = texture(inputTexture, uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
- return color1.xyz;
- }
-
- void main () {
- fragColor = texture(inputTexture, v_uv);
- vec3 destColor = rain();
- fragColor.rgb = mix(fragColor.rgb,destColor,color.a);
- }
-
- }%
-
然后创建一个材质,effect使用上面的shader文件 取名叫做rain
这个时候已经可以在编辑器中看到效果了。当然这个BlitScreen是一个数组,你可以在创建一个材质来再做一个效果出来,因为它是一个数组
跟上一个shader文件类似,你可以在创建一个shader文件,你可以同样复制上一个shader文件
只是里面的视线变了而已,
- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
-
- CCEffect %{
- techniques:
- - passes:
- - vert: vs
- frag: fs
- pass: post-process
- rasterizerState:
- cullMode: none
- depthStencilState:
- depthTest: false
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: one
- blendDst: one_minus_src_alpha
- blendSrcAlpha: one
- blendDstAlpha: zero
- properties:
- color: {value: [1.0,1.0,1.0,0.5],editor: {type: color}}
- }%
-
-
- CCProgram vs %{
- #include <./vs>
-
- }%
-
-
- CCProgram fs %{
- #include
- precision highp float;
-
- in vec2 v_uv;
-
- uniform UBO {
- vec4 inputViewPort;
- vec4 color;
- };
- #pragma rate inputTexture pass
- uniform sampler2D inputTexture;
-
- layout(location = 0) out vec4 fragColor;
-
- const float PI = 3.14159265359;
-
-
- float random(float p){
- return fract(sin(p) * 10000.0);
- }
-
- float noise(vec2 p){
- float t = cc_time.x / 2000.0;
- if(t > 1.0) t -= floor(t);
- return random(p.x * 14. + p.y * sin(t) * 0.5);
- }
-
- vec2 sw(vec2 p){
- return vec2(floor(p.x), floor(p.y));
- }
-
- vec2 se(vec2 p){
- return vec2(ceil(p.x), floor(p.y));
- }
-
- vec2 nw(vec2 p){
- return vec2(floor(p.x), ceil(p.y));
- }
-
- vec2 ne(vec2 p){
- return vec2(ceil(p.x), ceil(p.y));
- }
-
- float smoothNoise(vec2 p){
- vec2 inter = smoothstep(0.0, 1.0, fract(p));
- float s = mix(noise(sw(p)), noise(se(p)), inter.x);
- float n = mix(noise(nw(p)), noise(ne(p)), inter.x);
- return mix(s, n, inter.y);
- }
-
- mat2 rotate (in float theta){
- float c = cos(theta);
- float s = sin(theta);
- return mat2(c, -s, s, c);
- }
-
- float circ(vec2 p){
- float r = length(p);
- // return r;
- // 防止线性变化
- r = log(sqrt(r));
- float intensity = 7.;
- // 周期性出现
- return abs(sin(.8 * r + PI * 4.0)) * 7. + 0.2;
- }
-
- float fbm(in vec2 p){
- float z = 2.0;
- // 每层噪声贡献的结果总和
- float rz = 0.0;
- vec2 bp = p;
- // 用于生成5层不同频率的噪声
- for(float i = 1.0; i < 6.0; i++) {
- // 随着 z 的增加,每层噪声的影响减少,模拟了自然界中细节随观察距离增加而减少的现象
- rz += abs((smoothNoise(p) - 0.5)* 2.0) / z;
- // 振幅衰减
- z *= 2.0;
- // 频率加倍。通过将 p 加倍,实际上是在增加噪声的频率,使得每一层的噪声比上一层更“紧密”,这样就能在最终的噪声图案中创造出更多的细节。
- p *= 2.0;
- }
- return rz;
- }
-
- vec3 ele()
- {
- vec2 uv = v_uv;
- // uv *= .5;
- vec2 p = uv - 0.5;
- vec2 resolution = cc_screenSize.xy;
- p.x *= resolution.x / resolution.y;
- p *= 10.;
- float rz = fbm(p);
- p /= exp(mod(cc_time.x * 2.0, PI));
- rz *= pow(abs(0.1 - circ(p)), 0.9);
- vec3 col = vec3(0.2, 0.1, 0.643);
- return col / rz;
- }
-
- void main () {
- fragColor = texture(inputTexture, v_uv);
- vec3 destColor = ele();
- fragColor.rgb = mix(fragColor.rgb,destColor,color.a);
- }
-
- }%
-
是不是相当的炸裂