【Defold】modelコンポーネント用少し落書きっぽい「Hand Drawn」シェーダー

Defold, DEVELOP

目次

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;
uniform mediump vec4 light;
 
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 _HandDrawnAmount;
uniform lowp vec4 _HandDrawnSpeed;
uniform lowp vec4 _Time;
 
void main()
{
    vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
 
    vec2 uvCopy = var_texcoord0.xy;
    float handDrawnSpeed = (floor(_Time.w * 20.0 * _HandDrawnSpeed.w) / _HandDrawnSpeed.w) * _HandDrawnSpeed.w;
    uvCopy.x = sin((uvCopy.x * _HandDrawnAmount.w + handDrawnSpeed) * 4.0);
    uvCopy.y = cos((uvCopy.y * _HandDrawnAmount.w + handDrawnSpeed) * 4.0);
     
    vec2 handDrawnUV = mix(var_texcoord0.xy, var_texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount.w);    
    vec4 col = texture2D(tex0, handDrawnUV) * tint_pm;
 
    gl_FragColor = col;
}

マテリアルの設定はこちらです。

サンプルコード

function init(self)
	go.set(msg.url("#model"), "_Time", vmath.vector4(0, 0, 0, 0.0))
	go.animate(msg.url("#model"), "_Time.w", go.PLAYBACK_LOOP_PINGPONG, 2.0, go.EASING_LINEAR, 2.0)
end

結果

お知らせ

Posted by kazupon