【Defold】modelコンポーネント用色指定できる「Grayscale」シェーダー

Defold, DEVELOP

灰色っぽくなるやつです。

シェーダーコード

attribute highp vec4 position;
attribute mediump vec2 texcoord0;
attribute mediump vec3 normal;
 
uniform mediump mat4 mtx_worldview;
uniform mediump mat4 mtx_view;
uniform mediump mat4 mtx_proj;
uniform mediump mat4 mtx_normal;
 
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
 
void main()
{
    vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
    var_position = p;
    var_texcoord0 = texcoord0;
    var_normal = normalize((mtx_normal * vec4(normal, 0.0)).xyz);
    gl_Position = mtx_proj * p;
}
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
 
uniform lowp sampler2D tex0;
uniform lowp vec4 tint;
uniform lowp vec4 _GreyscaleLuminosity;
uniform lowp vec4 _GreyscaleTintColor;
 
float saturate(float f)
{
    return clamp(f,0.0,1.0);
}
 
void main()
{
    vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
    vec4 col = texture2D(tex0, var_texcoord0.xy) * tint_pm;
 
    float luminance = 0.3 * col.x + 0.59 * col.y + 0.11 * col.z;
    luminance = saturate(luminance + _GreyscaleLuminosity.w);
    col.xyz = vec3(luminance, luminance, luminance) * _GreyscaleTintColor.xyz;
         
    gl_FragColor = col;
}

マテリアルの設定はこちらです。

テスト用スクリプト

function init(self)
    go.set(msg.url("#model"), "_GreyscaleTintColor", vmath.vector4(1, 1, 1, 1))
    go.set(msg.url("#model"), "_GreyscaleLuminosity.w", 0.0)
    go.animate(msg.url("#model"), "_GreyscaleLuminosity.w", go.PLAYBACK_LOOP_PINGPONG, 1.0, go.EASING_LINEAR, 2.0)
end

結果

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Posted by kazupon