This commit is contained in:
2025-04-29 13:39:02 -05:00
commit 9cbb583982
2257 changed files with 77258 additions and 0 deletions

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{
"version" : 1,
"replacementkey" : "waterripple",
"name" : "ui_editor_effect_water_ripple_title",
"description" : "ui_editor_effect_water_ripple_description",
"group" : "animate",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/waterripple.json"
}
],
"dependencies" :
[
"materials/effects/waterripple.json",
"materials/effects/waterripplenormal.png",
"materials/effects/waterripplenormal.tex-json",
"shaders/effects/waterripple.frag",
"shaders/effects/waterripple.vert"
],
"gizmos" :
[
{
"type" : "EffectPerspectiveUV",
"condition" :
{
"PERSPECTIVE" : 1
},
"vars" :
{
"p0" : "point0",
"p1" : "point1",
"p2" : "point2",
"p3" : "point3"
}
}
]
}

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{
"passes": [{
"shader": "effects/waterripple",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull",
"textures": [null, null, "effects/waterripplenormal"]
}]
}

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{
"format" : "rgba8888",
"nomip" : true
}

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{
"name" : "Water Ripple",
"description" : "Add a ripple animation. Draw a mask to limit the animation to a specific area of the image.",
"group" : "image",
//"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/waterripple.json"
}
],
"dependencies" :
[
"materials/effects/waterripple.json",
"materials/effects/waterripplenormal.png",
"materials/effects/waterripplenormal.tex-json",
"shaders/effects/waterripple.frag",
"shaders/effects/waterripple.vert"
]
}

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{
"passes" :
[
{
"blending" : "translucent",
"cullmode" : "nocull",
"depthtest" : "disabled",
"depthwrite" : "disabled",
"shader" : "genericimage2",
"textures" : [ "effectpreview" ]
}
]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"passes": [{
"shader": "effects/waterripple",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"textures": [null, "effects/waterripplenormal"]
}]
}

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{
"format" : "rgba8888",
"nomip" : true
}

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{
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"autosize" : true,
"material" : "materials/effectpreview.json"
}

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{
"file" : "scene.json",
"title" : "fxtemplate"
}

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{
"camera" :
{
"center" : "0.000 0.000 -1.000",
"eye" : "0.000 0.000 0.000",
"up" : "0.000 1.000 0.000"
},
"general" :
{
"ambientcolor" : "0.3 0.3 0.3",
"bloom" : false,
"bloomstrength" : 2,
"bloomthreshold" : 0.64999997615814209,
"cameraparallax" : false,
"cameraparallaxamount" : 0.5,
"cameraparallaxdelay" : 0.10000000149011612,
"cameraparallaxmouseinfluence" : 0,
"camerapreview" : true,
"camerashake" : false,
"camerashakeamplitude" : 0.5,
"camerashakeroughness" : 1,
"camerashakespeed" : 3,
"clearcolor" : "0.7 0.7 0.7",
"orthogonalprojection" :
{
"height" : 256,
"width" : 256
},
"skylightcolor" : "0.3 0.3 0.3"
},
"objects" :
[
{
"angles" : "0.000 0.000 0.000",
"depth" : 1,
"effects" :
[
{
"file" : "effects/waterripple/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Ripple strength" : 0.25,
"Scroll speed" : 0.2199999988079071
},
"textures" :
[
null,
"effects/waterripplenormal",
"masks/waterripple_mask_ee0d9bbc6d0516b8583c8fb3e841485c0b7ec4e8"
]
}
]
}
],
"id" : 28,
"image" : "models/effectpreview.json",
"name" : "",
"origin" : "128.000 128.000 0.000",
"scale" : "1.000 1.000 1.000"
}
]
}

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varying vec4 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Water normal"}
uniform sampler2D g_Texture2; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
uniform float g_Strength; // {"material":"Ripple strength","default":0.1,"range":[0,1]}
varying vec4 v_TexCoordRipple;
void main() {
vec2 texCoord = v_TexCoord.xy;
float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
vec3 n1 = texSample2D(g_Texture1, v_TexCoordRipple.xy).xyz * 2 - 1;
vec3 n2 = texSample2D(g_Texture1, v_TexCoordRipple.zw).xyz * 2 - 1;
vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z));
texCoord.xy += normal.xy * g_Strength * g_Strength * mask;
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform vec4 g_Texture0Resolution;
uniform vec4 g_Texture2Resolution;
uniform float g_AnimationSpeed; // {"material":"Animation speed","default":0.15,"range":[0,0.5]}
uniform float g_Scale; // {"material":"Ripple scale","default":1,"range":[0,10]}
uniform float g_ScrollSpeed; // {"material":"Scroll speed","default":0,"range":[0,0.5]}
uniform float g_Direction; // {"material":"Scroll direction","default":0,"range":[0,6.28]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec4 v_TexCoordRipple;
vec2 rotateVec2(vec2 v, float r) {
vec2 cs = vec2(cos(r), sin(r));
return vec2(v.x * cs.x - v.y * cs.y,
v.x * cs.y + v.y * cs.x);
}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
float piFrac = 0.78539816339744830961566084581988 * 0.5;
float pi = 3.141;
vec2 coordsRotated = v_TexCoord.xy;
vec2 coordsRotated2 = v_TexCoord.xy * 1.333;
vec2 scroll = rotateVec2(vec2(0, -1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple *= g_Scale;
float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
v_TexCoordRipple.xz *= rippleTextureAdjustment;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
}

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// [COMBO_OFF] {"material":"ui_editor_properties_specular","combo":"SPECULAR","type":"options","default":0}
#include "common.h"
varying vec4 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_water_normal"}
uniform float g_Strength; // {"material":"ripplestrength","label":"ui_editor_properties_ripple_strength","default":0.1,"range":[0,1]}
uniform float g_SpecularPower; // {"material":"ripplespecularpower","label":"ui_editor_properties_ripple_specular_power","default":1.0,"range":[0,100]}
uniform float g_SpecularStrength; // {"material":"ripplespecularstrength","label":"ui_editor_properties_ripple_specular_strength","default":1.0,"range":[0,10]}
uniform vec3 g_SpecularColor; // {"material":"ripplespecularcolor","label":"ui_editor_properties_ripple_specular_color","default":"1 1 1","type":"color"}
#if PERSPECTIVE == 0
varying vec4 v_TexCoordRipple;
#else
uniform vec4 g_Texture0Resolution;
uniform float g_Time;
uniform float g_AnimationSpeed; // {"material":"animationspeed","label":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]}
uniform float g_Scale; // {"material":"scale","label":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]}
uniform float g_ScrollSpeed; // {"material":"scrollspeed","label":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]}
uniform float g_Direction; // {"material":"scrolldirection","label":"ui_editor_properties_scroll_direction","default":0,"direction":true,"conversion":"rad2deg"}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":1,"range":[0,10]}
varying vec3 v_TexCoordPerspective;
#endif
void main() {
vec2 texCoord = v_TexCoord.xy;
#if MASK == 1
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
#else
float mask = 1;
#endif
vec4 rippleCoords;
#if PERSPECTIVE == 0
rippleCoords = v_TexCoordRipple;
#else
vec2 coordsRotated = v_TexCoordPerspective.xy / v_TexCoordPerspective.z;
vec2 coordsRotated2 = coordsRotated * 1.333;
vec2 scroll = rotateVec2(vec2(0, 1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
rippleCoords.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
rippleCoords.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
rippleCoords *= g_Scale;
float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
rippleCoords.xz *= rippleTextureAdjustment;
rippleCoords.yw *= g_Ratio;
mask *= step(0.0, v_TexCoordPerspective.z);
#endif
vec3 n1 = texSample2D(g_Texture2, rippleCoords.xy).xyz * 2 - 1;
vec3 n2 = texSample2D(g_Texture2, rippleCoords.zw).xyz * 2 - 1;
vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z));
texCoord.xy += normal.xy * g_Strength * g_Strength * mask;
gl_FragColor = texSample2D(g_Texture0, texCoord);
#if SPECULAR == 1
vec2 direction = vec2(0.5, 0.0) - v_TexCoord.xy;
direction = normalize(direction);
float specular = max(0.0, dot(normal.xy, direction)) * max(0.0, dot(direction, vec2(0.0, -1.0)));
specular = pow(specular, g_SpecularPower) * g_SpecularStrength;
gl_FragColor.rgb += specular * g_SpecularColor * gl_FragColor.a;
#endif
}

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// [COMBO] {"material":"ui_editor_properties_perspective","combo":"PERSPECTIVE","type":"options","default":0}
#include "common.h"
#include "common_perspective.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if MASK
uniform vec4 g_Texture2Resolution;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if PERSPECTIVE == 0
varying vec4 v_TexCoordRipple;
uniform vec4 g_Texture0Resolution;
uniform float g_Time;
uniform float g_AnimationSpeed; // {"material":"animationspeed","label":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]}
uniform float g_Scale; // {"material":"scale","label":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]}
uniform float g_ScrollSpeed; // {"material":"scrollspeed","label":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]}
uniform float g_Direction; // {"material":"scrolldirection","label":"ui_editor_properties_scroll_direction","default":0,"range":[0,6.28],"direction":true,"conversion":"rad2deg"}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":1,"range":[0,10]}
#else
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0 0"}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"1 0"}
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"1 1"}
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0 1"}
varying vec3 v_TexCoordPerspective;
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord.xyxy;
#if PERSPECTIVE == 0
vec2 coordsRotated = v_TexCoord.xy;
vec2 coordsRotated2 = v_TexCoord.xy * 1.333;
vec2 scroll = rotateVec2(vec2(0, 1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple *= g_Scale;
float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
v_TexCoordRipple.xz *= rippleTextureAdjustment;
v_TexCoordRipple.yw *= g_Ratio;
#else
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
v_TexCoordPerspective = mul(vec3(a_TexCoord.xy, 1.0), xform);
#endif
#if MASK == 1
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
}