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DungeonShooting / DungeonShooting_Godot / resource / material / Blend.gdshader
@小李xl 小李xl on 16 Oct 2023 1 KB 更新BlendShader
  1. shader_type canvas_item;
  2.  
  3. //混合颜色
  4. uniform vec4 blend : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  5. //混合度
  6. uniform float schedule : hint_range(0.0, 1.0) = 0.0;
  7. //
  8. uniform vec4 modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0);
  9.  
  10. //------------------ 轮廓相关 --------------
  11. uniform bool show_outline = true;
  12. //轮廓颜色
  13. uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
  14. //是否是彩虹轮廓
  15. uniform bool outline_rainbow = false;
  16. //轮廓是否使用 blend
  17. uniform bool outline_use_blend = true;
  18.  
  19. //彩虹轮廓变化周期
  20. const float frequency = 0.25;
  21. const float light_offset = 0.5;
  22.  
  23. void fragment() {
  24. float a = COLOR.a;
  25. //显示轮廓
  26. if (show_outline && a == 0.0) {
  27. vec2 size = TEXTURE_PIXEL_SIZE;
  28. float outline;
  29. outline = texture(TEXTURE, UV + vec2(-size.x, 0)).a;
  30. outline += texture(TEXTURE, UV + vec2(0, size.y)).a;
  31. outline += texture(TEXTURE, UV + vec2(size.x, 0)).a;
  32. outline += texture(TEXTURE, UV + vec2(0, -size.y)).a;
  33. outline = min(outline, 1.0);
  34. if (outline > 0.0) {
  35. if (outline_rainbow){
  36. vec4 animated_line_color = vec4(
  37. light_offset + sin(2.0 * 3.14 * frequency * TIME),
  38. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(120.0)),
  39. light_offset + sin(2.0 * 3.14 * frequency * TIME + radians(240.0)),
  40. 1.0
  41. );
  42. COLOR = mix(COLOR, animated_line_color, 1);
  43. a = animated_line_color.a;
  44. } else {
  45. COLOR = mix(COLOR, outline_color , 1);
  46. a = outline_color.a;
  47. }
  48. }
  49. if (outline_use_blend) {
  50. COLOR = mix(COLOR, blend, schedule);
  51. }
  52. } else { //非轮廓
  53. COLOR = mix(COLOR, blend, schedule);
  54. }
  55. COLOR.a *= a;
  56. COLOR *= modulate;
  57. }