CCEffect %{ techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none properties: texture: { value: white } alphaThreshold: { value: 0.5 } # 自定义参数 dh1: { value: 0.0, editor: { tooltip: "染色1", range: [0.0, 255255255.0] } } dh2: { value: 0.0, editor: { tooltip: "染色2", range: [0.0, 255255255.0] } } alp1: { value: 0.0, editor: { tooltip: "透明度1", range: [0.0, 1.0] } } alp2: { value: 0.0, editor: { tooltip: "透明度2", range: [0.0, 1.0] } } }% CCProgram vs %{ precision highp float; #include #include in vec3 a_position; in vec4 a_color; out vec4 v_color; #if USE_TEXTURE in vec2 a_uv0; out vec2 v_uv0; #endif void main () { vec4 pos = vec4(a_position, 1); #if CC_USE_MODEL pos = cc_matViewProj * cc_matWorld * pos; #else pos = cc_matViewProj * pos; #endif #if USE_TEXTURE v_uv0 = a_uv0; #endif v_color = a_color; gl_Position = pos; } }% CCProgram fs %{ precision highp float; #include #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; #endif uniform DH { //染色1 float dh1; //染色2 float dh2; //透明度 float alp1; //透明度 float alp2; }; void main () { vec4 o = vec4(1, 1, 1, 1); #if USE_TEXTURE CCTexture(texture, v_uv0, o); #endif o *= v_color; ALPHA_TEST(o); if(o.r>=0.5){ o.a=0.0; } if(o.g >= 0.5){ o.r = dh1 / 1000000.0 / 255.0; o.g = mod(dh1, 1000000.0) / 1000.0 / 255.0; o.b = mod(dh1, 1000.0) / 255.0; o.a = alp1; if (dh1 == 0.0) { o.a = 0.0; } } else if(o.b >= 0.5){ o.r = dh2 / 1000000.0 / 255.0; o.g = mod(dh2, 1000000.0) / 1000.0 / 255.0; o.b = mod(dh2, 1000.0) / 255.0; o.a = alp2; if (dh2 == 0.0) { o.a = 0.0; } } else { o.a = 0.0; } gl_FragColor = o; } }%