Complete Cocos Creator port with level bundles, themes, and tooling.

Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-06-16 15:30:58 +08:00
parent cba5105908
commit d393302388
6248 changed files with 17322729 additions and 11036 deletions

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// zh: 该目录下是导入时无法替换成 3.0.0 的资源
// en: This directory contains resources that cannot be replaced with 3.0.0 during Import

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// TODO: lights uniform should move back to cc-global
#include <cc-shadow>
#define CC_MAX_LIGHTS 4
#if CC_NUM_LIGHTS > 0
// directional lights
#pragma builtin(global)
uniform CCLIGHTS {
vec4 cc_lightPositionAndRange[CC_MAX_LIGHTS]; // xyz range
vec4 cc_lightDirection[CC_MAX_LIGHTS]; // xyz spotAngle
vec4 cc_lightColor[CC_MAX_LIGHTS]; // xyz spotExp
};
#endif
struct LightInfo {
vec3 lightDir;
vec3 radiance;
vec4 lightColor;
};
// directional light
LightInfo computeDirectionalLighting(
vec4 lightDirection,
vec4 lightColor
) {
LightInfo ret;
ret.lightDir = -normalize(lightDirection.xyz);
ret.radiance = lightColor.rgb;
ret.lightColor = lightColor;
return ret;
}
// point light
LightInfo computePointLighting(
vec3 worldPosition,
vec4 lightPositionAndRange,
vec4 lightColor
) {
LightInfo ret;
vec3 lightDir = lightPositionAndRange.xyz - worldPosition;
float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);
ret.lightDir = normalize(lightDir);
ret.radiance = lightColor.rgb * attenuation;
ret.lightColor = lightColor;
return ret;
}
// spot light
LightInfo computeSpotLighting(
vec3 worldPosition,
vec4 lightPositionAndRange,
vec4 lightDirection,
vec4 lightColor
) {
LightInfo ret;
vec3 lightDir = lightPositionAndRange.xyz - worldPosition;
float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);
lightDir = normalize(lightDir);
float cosConeAngle = max(0., dot(lightDirection.xyz, -lightDir));
cosConeAngle = cosConeAngle < lightDirection.w ? 0. : cosConeAngle;
cosConeAngle = pow(cosConeAngle, lightColor.w);
ret.lightDir = lightDir;
ret.radiance = lightColor.rgb * attenuation * cosConeAngle;
ret.lightColor = lightColor;
return ret;
}
struct Lighting {
vec3 diffuse;
vec3 specular;
};
#define CC_CALC_LIGHT(index, surface, result, lightFunc, ambientFunc) \
#if CC_NUM_LIGHTS > index \
#if CC_LIGHT_##index##_TYPE == 3 \
result.diffuse += ambientFunc(s, cc_lightColor[index]); \
#else \
LightInfo info##index; \
#if CC_LIGHT_##index##_TYPE == 0 \
info##index = computeDirectionalLighting(cc_lightDirection[index], cc_lightColor[index]); \
#elif CC_LIGHT_##index##_TYPE == 1 \
info##index = computePointLighting(s.position, cc_lightPositionAndRange[index], cc_lightColor[index]); \
#elif CC_LIGHT_##index##_TYPE == 2 \
info##index = computeSpotLighting(s.position, cc_lightPositionAndRange[index], cc_lightDirection[index], cc_lightColor[index]); \
#endif \
\
Lighting result##index = lightFunc(surface, info##index); \
CC_CALC_SHADOW(index, result##index) \
result.diffuse += result##index.diffuse; \
result.specular += result##index.specular; \
#endif \
#endif
#define CC_CALC_LIGHTS(surface, result, lightFunc, ambientFunc) \
result.diffuse = vec3(0, 0, 0); \
result.specular = vec3(0, 0, 0); \
\
CC_CALC_LIGHT(0, surface, result, lightFunc, ambientFunc) \
CC_CALC_LIGHT(1, surface, result, lightFunc, ambientFunc) \
CC_CALC_LIGHT(2, surface, result, lightFunc, ambientFunc) \
CC_CALC_LIGHT(3, surface, result, lightFunc, ambientFunc)

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
#include <common>
struct StandardVertInput {
highp vec4 position;
vec3 normal;
vec4 tangent;
vec4 color;
vec2 uv;
};
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texCoord;
layout(location = 3) in vec4 a_tangent;

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
precision highp float;
#include <cc-global>
#include <texture>
#include <output>
#include <alpha-test>
uniform PhongFrag {
lowp vec4 diffuseColor;
lowp vec4 specularColor;
lowp vec4 emissiveColor;
float glossiness;
};
#if USE_DIFFUSE_TEXTURE
uniform sampler2D diffuseTexture;
#endif
#if USE_SPECULAR && USE_SPECULAR_TEXTURE
uniform sampler2D specularTexture;
#endif
#if USE_EMISSIVE && USE_EMISSIVE_TEXTURE
uniform sampler2D emissiveTexture;
#endif
#if USE_NORMAL_TEXTURE
in vec3 v_tangent;
in vec3 v_bitangent;
uniform sampler2D normalTexture;
#endif
#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && (USE_DIFFUSE_TEXTURE || (USE_EMISSIVE && USE_EMISSIVE_TEXTURE) || (USE_SPECULAR && USE_SPECULAR_TEXTURE) || USE_NORMAL_TEXTURE)
in vec3 v_worldNormal;
in vec3 v_worldPos;
in vec3 v_viewDirection;
#if CC_USE_TEXTURE
in mediump vec2 v_uv0;
#endif
#if CC_USE_ATTRIBUTE_COLOR
in lowp vec4 v_color;
#endif
#include <shading-phong>
void surf (out PhongSurface s) {
vec4 diffuse = vec4(1, 1, 1, 1);
#if CC_USE_ATTRIBUTE_COLOR
diffuse *= v_color;
#endif
diffuse *= diffuseColor;
#if USE_DIFFUSE_TEXTURE
CCTexture(diffuseTexture, v_uv0, diffuse);
#endif
ALPHA_TEST(diffuse);
s.diffuse = diffuse.rgb;
s.opacity = diffuse.a;
#if USE_EMISSIVE
s.emissive = emissiveColor.rgb;
#if USE_EMISSIVE_TEXTURE
CCTextureRGB(emissiveTexture, v_uv0, s.emissive);
#endif
#endif
#if USE_SPECULAR
s.specular = specularColor.rgb;
#if USE_SPECULAR_TEXTURE
CCTextureRGB(specularTexture, v_uv0, s.specular);
#endif
#endif
s.normal = v_worldNormal;
#if USE_NORMAL_TEXTURE
vec3 nmmp = texture(normalTexture, v_uv0).xyz - vec3(0.5);
s.normal =
nmmp.x * normalize(v_tangent) +
nmmp.y * normalize(v_bitangent) +
nmmp.z * normalize(s.normal);
s.normal = normalize(s.normal);
#endif
s.position = v_worldPos;
s.viewDirection = v_viewDirection;
s.glossiness = glossiness;
}
void main () {
PhongSurface s;
surf(s);
vec4 color = CCPhongShading(s);
gl_FragColor = CCFragOutput(color);
}

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
precision highp float;
#include <cc-local>
#include <cc-global>
#include <input-standard>
#include <cc-shadow>
#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && (USE_DIFFUSE_TEXTURE || USE_EMISSIVE_TEXTURE || USE_SPECULAR_TEXTURE || USE_NORMAL_TEXTURE)
uniform MAIN_TILING {
vec2 mainTiling;
vec2 mainOffset;
};
#if CC_USE_TEXTURE
out mediump vec2 v_uv0;
#endif
#if CC_USE_ATTRIBUTE_COLOR
out lowp vec4 v_color;
#endif
#if USE_NORMAL_TEXTURE
out vec3 v_tangent;
out vec3 v_bitangent;
#endif
out vec3 v_worldNormal;
out vec3 v_worldPos;
out vec3 v_viewDirection;
void main () {
StandardVertInput In;
CCVertInput(In);
vec4 position = In.position;
v_worldNormal = normalize((cc_matWorldIT * vec4(In.normal, 0)).xyz);
v_worldPos = (cc_matWorld * position).xyz;
v_viewDirection = normalize(cc_cameraPos.xyz - v_worldPos);
#if CC_USE_TEXTURE
v_uv0 = In.uv * mainTiling + mainOffset;
#endif
#if CC_USE_ATTRIBUTE_COLOR
v_color = In.color;
#endif
#if USE_NORMAL_TEXTURE
v_tangent = normalize((cc_matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
v_bitangent = cross(v_worldNormal, v_tangent) * In.tangent.w; // note the cross order
#endif
CCShadowInput(v_worldPos);
gl_Position = cc_matViewProj * cc_matWorld * position;
}

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#include <cc-lights>
struct PhongSurface {
vec3 diffuse;
vec3 emissive;
vec3 specular;
float opacity;
float glossiness;
vec3 position;
vec3 normal;
vec3 viewDirection;
};
Lighting brdf (PhongSurface s, LightInfo info) {
Lighting result;
float ndh = 0.0;
// Get the half direction in world space
vec3 halfDir = normalize(s.viewDirection + info.lightDir);
float NdotH = max(0.0, dot(s.normal, halfDir));
NdotH = pow(NdotH, max(1.0, s.glossiness * 128.0));
result.diffuse = info.radiance * max(0.0, dot(s.normal, info.lightDir));
result.specular = info.radiance * NdotH;
return result;
}
vec4 composePhongShading (Lighting lighting, PhongSurface s) {
vec4 o = vec4(0.0, 0.0, 0.0, 1.0);
//diffuse is always calculated
o.rgb = lighting.diffuse * s.diffuse;
#if USE_EMISSIVE
o.rgb += s.emissive;
#endif
#if USE_SPECULAR
o.rgb += lighting.specular * s.specular;
#endif
o.a = s.opacity;
return o;
}
vec3 ambient(PhongSurface s, vec4 ambientColor) {
return s.diffuse * ambientColor.rgb;
}
vec4 CCPhongShading (in PhongSurface s) {
Lighting result;
CC_CALC_LIGHTS(s, result, brdf, ambient)
return composePhongShading(result, s);
}

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// Copyright (c) 2017-2019 Xiamen Yaji Software Co., Ltd.
#include <cc-global>
#include <cc-lights>
struct ToonSurface {
vec4 baseColor;
// specular
vec3 specular;
float specularThreshold;
// these need to be in the same coordinate system
vec3 position;
vec3 normal;
vec3 viewDirection;
// emissive
vec3 emissive;
// shadow
vec3 shadowColor;
float shadowIntensity;
vec3 highlightColor;
// light
float lightThreshold;
float lightSmoothness;
};
const float T_H = 0.25;
float TreshHoldLighting(float lThreshold, float smoothness, float v) {
return smoothstep(lThreshold-smoothness*T_H, lThreshold+smoothness*T_H, v);
}
Lighting toon (ToonSurface s, LightInfo info) {
Lighting result;
vec3 N = s.normal;
vec3 L = info.lightDir;
vec3 V = s.viewDirection;
vec3 H = normalize(L + V);
float NL = 0.5 * dot(N, L) + 0.5;
float NH = 0.5 * dot(H, N) + 0.5;
vec3 c = vec3(0.0);
vec3 attenuation = info.radiance;
vec3 lightColor = info.lightColor.rgb;
// diffuse
vec3 shadowColor = mix(s.highlightColor * lightColor, s.shadowColor, s.shadowIntensity);
vec3 diffuse = TreshHoldLighting(s.lightThreshold, s.lightSmoothness, NL) * attenuation;
diffuse = mix(shadowColor, s.highlightColor * lightColor, diffuse);
result.diffuse = diffuse * s.baseColor.rgb;
// specular
float specularWeight = 1.0 - pow(s.specularThreshold, 5.0);
float specularMask = step(specularWeight, NH);
vec3 specular = s.specular.rgb * specularMask;
result.specular = specular * attenuation;
return result;
}
vec3 ambient(ToonSurface s, vec4 ambientColor) {
return s.baseColor.rgb * ambientColor.rgb;
}
vec4 CCToonShading (ToonSurface s) {
Lighting result;
CC_CALC_LIGHTS(s, result, toon, ambient)
vec3 finalColor = result.diffuse + result.specular + s.emissive;
return vec4(finalColor, s.baseColor.a);
}

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#include <gamma>
#define CCTexture(_texture_, _uv_, _color_) \
vec4 _texture_##_tmp = texture(_texture_, _uv_); \
#if CC_USE_EMBEDDED_ALPHA \
_texture_##_tmp.a *= texture(_texture_, _uv_ + vec2(0, 0.5)).r; \
#endif \
#if INPUT_IS_GAMMA \
_color_.rgb *= SRGBToLinear(_texture_##_tmp.rgb); \
_color_.a *= _texture_##_tmp.a; \
#else \
_color_ *= _texture_##_tmp; \
#endif \
#pragma // empty pragma trick to get rid of trailing semicolons at effect compile time
#define CCTextureRGB(_texture_, _uv_, _color_) \
vec4 _texture_##_tmp = texture(_texture_, _uv_); \
#if CC_USE_EMBEDDED_ALPHA \
_texture_##_tmp.a *= texture(_texture_, _uv_ + vec2(0, 0.5)).r; \
#endif \
#if INPUT_IS_GAMMA \
_color_.rgb *= SRGBToLinear(_texture_##_tmp.rgb); \
#else \
_color_.rgb *= _texture_##_tmp.rgb; \
#endif \
#pragma // empty pragma trick to get rid of trailing semicolons at effect compile time

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
precision highp float;
#include <alpha-test>
#include <texture>
#include <output>
uniform UNLIT {
lowp vec4 diffuseColor;
};
#if USE_DIFFUSE_TEXTURE
uniform sampler2D diffuseTexture;
#endif
#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
#if CC_USE_ATTRIBUTE_COLOR
in lowp vec4 v_color;
#endif
#if CC_USE_TEXTURE
in mediump vec2 v_uv0;
#endif
void main () {
vec4 color = diffuseColor;
#if CC_USE_TEXTURE
CCTexture(diffuseTexture, v_uv0, color);
#endif
#if CC_USE_ATTRIBUTE_COLOR
color *= v_color;
#endif
ALPHA_TEST(color);
gl_FragColor = CCFragOutput(color);
}

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
precision highp float;
#include <cc-local>
#include <cc-global>
#include <input-standard>
#include <cc-skinning>
#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE
uniform MAIN_TILING {
vec2 mainTiling;
vec2 mainOffset;
};
#if CC_USE_TEXTURE
out mediump vec2 v_uv0;
#endif
#if CC_USE_ATTRIBUTE_COLOR
out lowp vec4 v_color;
#endif
void main () {
StandardVertInput In;
CCVertInput(In);
#if CC_USE_ATTRIBUTE_COLOR
v_color = In.color;
#endif
#if CC_USE_TEXTURE
v_uv0 = In.uv * mainTiling + mainOffset;
#endif
gl_Position = cc_matViewProj * cc_matWorld * In.position;
}

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
vec3 unpackNormal(vec4 nmap) {
return nmap.xyz * 2.0 - 1.0;
}
vec3 unpackRGBE(vec4 rgbe) {
return rgbe.rgb * pow(2.0, rgbe.a * 255.0 - 128.0);
}

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{
"ver": "1.1.2",
"uuid": "9836134e-b892-4283-b6b2-78b5acf3ed45",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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// 由于该 effect 过于复杂,暂时不支持
// Effect Syntax Guide: https://github.com/cocos-creator/docs-3d/blob/master/zh/material-system/effect-syntax.md
CCEffect %{
techniques:
- name: phong
passes:
- vert: phong-vs
frag: phong-fs
# rasterizerState:
# cullMode: back
# depthStencilState:
# depthTest: true
# depthWrite: true
# properties:
# alphaThreshold: { value: 0.5 }
# mainTiling: { value: [1, 1] }
# mainOffset: { value: [0, 0] }
# diffuseColor: { value: [1, 1, 1, 1], editor: { type: color } }
# diffuseTexture: { value: white }
# specularColor: { value: [1, 1, 1, 1], editor: { type: color } }
# specularTexture: { value: white }
# emissiveColor: { value: [0, 0, 0, 1], editor: { type: color } }
# emissiveTexture: { value: white }
# glossiness: { value: 10 }
# normalTexture: { value: white }
- name: shadowcast
passes:
- vert: shadow-map-vs
frag: shadow-map-fs
# rasterizerState:
# cullMode: back
# depthStencilState:
# depthTest: true
# depthWrite: true
}%
CCProgram phong-vs %{
precision highp float;
void main () {
}
}%
CCProgram phong-fs %{
precision highp float;
void main () {
}
}%
CCProgram shadow-map-vs %{
precision highp float;
void main () {
}
}%
CCProgram shadow-map-fs %{
precision highp float;
void main () {
}
}%
// CCEffect %{
// techniques:
// - passes:
// - name: phong
// vert: phong-vs
// frag: phong-fs
// rasterizerState:
// cullMode: back
// depthStencilState:
// depthTest: true
// depthWrite: true
// properties:
// alphaThreshold: { value: 0.5 }
// mainTiling: { value: [1, 1] }
// mainOffset: { value: [0, 0] }
// diffuseColor: { value: [1, 1, 1, 1], editor: { type: color } }
// diffuseTexture: { value: white }
// specularColor: { value: [1, 1, 1, 1], editor: { type: color } }
// specularTexture: { value: white }
// emissiveColor: { value: [0, 0, 0, 1], editor: { type: color } }
// emissiveTexture: { value: white }
// glossiness: { value: 10 }
// normalTexture: { value: white }
// - name: shadowcast
// stage: shadowcast
// vert: shadow-map-vs
// frag: shadow-map-fs
// rasterizerState:
// cullMode: back
// depthStencilState:
// depthTest: true
// depthWrite: true
// }%

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{
"ver": "1.0.25",
"uuid": "abc2cb62-7852-4525-a90d-d474487b88f2",
"compiledShaders": [],
"subMetas": {}
}

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"bundleName": "",
"priority": 1,
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"isRemoteBundle": {},
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View File

@@ -0,0 +1,8 @@
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