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>
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// zh: 该目录下是导入时无法替换成 3.0.0 的资源
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// 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.
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// TODO: lights uniform should move back to cc-global
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#include <cc-shadow>
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#define CC_MAX_LIGHTS 4
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#if CC_NUM_LIGHTS > 0
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// directional lights
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#pragma builtin(global)
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uniform CCLIGHTS {
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vec4 cc_lightPositionAndRange[CC_MAX_LIGHTS]; // xyz range
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vec4 cc_lightDirection[CC_MAX_LIGHTS]; // xyz spotAngle
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vec4 cc_lightColor[CC_MAX_LIGHTS]; // xyz spotExp
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};
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#endif
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struct LightInfo {
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vec3 lightDir;
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vec3 radiance;
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vec4 lightColor;
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};
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||||
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// directional light
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LightInfo computeDirectionalLighting(
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vec4 lightDirection,
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vec4 lightColor
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) {
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LightInfo ret;
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ret.lightDir = -normalize(lightDirection.xyz);
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ret.radiance = lightColor.rgb;
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ret.lightColor = lightColor;
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return ret;
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}
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// point light
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LightInfo computePointLighting(
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vec3 worldPosition,
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vec4 lightPositionAndRange,
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vec4 lightColor
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||||
) {
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||||
LightInfo ret;
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||||
vec3 lightDir = lightPositionAndRange.xyz - worldPosition;
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float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);
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ret.lightDir = normalize(lightDir);
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ret.radiance = lightColor.rgb * attenuation;
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ret.lightColor = lightColor;
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return ret;
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||||
}
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||||
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// spot light
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||||
LightInfo computeSpotLighting(
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vec3 worldPosition,
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vec4 lightPositionAndRange,
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vec4 lightDirection,
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vec4 lightColor
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||||
) {
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||||
LightInfo ret;
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||||
vec3 lightDir = lightPositionAndRange.xyz - worldPosition;
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float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);
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lightDir = normalize(lightDir);
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float cosConeAngle = max(0., dot(lightDirection.xyz, -lightDir));
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cosConeAngle = cosConeAngle < lightDirection.w ? 0. : cosConeAngle;
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cosConeAngle = pow(cosConeAngle, lightColor.w);
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ret.lightDir = lightDir;
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ret.radiance = lightColor.rgb * attenuation * cosConeAngle;
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ret.lightColor = lightColor;
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return ret;
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}
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struct Lighting {
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vec3 diffuse;
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vec3 specular;
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};
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#define CC_CALC_LIGHT(index, surface, result, lightFunc, ambientFunc) \
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#if CC_NUM_LIGHTS > index \
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#if CC_LIGHT_##index##_TYPE == 3 \
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result.diffuse += ambientFunc(s, cc_lightColor[index]); \
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#else \
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LightInfo info##index; \
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#if CC_LIGHT_##index##_TYPE == 0 \
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info##index = computeDirectionalLighting(cc_lightDirection[index], cc_lightColor[index]); \
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#elif CC_LIGHT_##index##_TYPE == 1 \
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info##index = computePointLighting(s.position, cc_lightPositionAndRange[index], cc_lightColor[index]); \
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#elif CC_LIGHT_##index##_TYPE == 2 \
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info##index = computeSpotLighting(s.position, cc_lightPositionAndRange[index], cc_lightDirection[index], cc_lightColor[index]); \
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#endif \
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\
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Lighting result##index = lightFunc(surface, info##index); \
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CC_CALC_SHADOW(index, result##index) \
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result.diffuse += result##index.diffuse; \
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result.specular += result##index.specular; \
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#endif \
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#endif
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#define CC_CALC_LIGHTS(surface, result, lightFunc, ambientFunc) \
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result.diffuse = vec3(0, 0, 0); \
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result.specular = vec3(0, 0, 0); \
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\
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CC_CALC_LIGHT(0, surface, result, lightFunc, ambientFunc) \
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CC_CALC_LIGHT(1, surface, result, lightFunc, ambientFunc) \
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CC_CALC_LIGHT(2, surface, result, lightFunc, ambientFunc) \
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CC_CALC_LIGHT(3, surface, result, lightFunc, ambientFunc)
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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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#include <common>
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struct StandardVertInput {
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highp vec4 position;
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vec3 normal;
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vec4 tangent;
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vec4 color;
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vec2 uv;
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};
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 2) in vec2 a_texCoord;
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layout(location = 3) in vec4 a_tangent;
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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precision highp float;
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#include <cc-global>
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#include <texture>
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#include <output>
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#include <alpha-test>
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uniform PhongFrag {
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lowp vec4 diffuseColor;
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lowp vec4 specularColor;
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lowp vec4 emissiveColor;
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float glossiness;
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};
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#if USE_DIFFUSE_TEXTURE
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uniform sampler2D diffuseTexture;
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#endif
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#if USE_SPECULAR && USE_SPECULAR_TEXTURE
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uniform sampler2D specularTexture;
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#endif
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#if USE_EMISSIVE && USE_EMISSIVE_TEXTURE
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uniform sampler2D emissiveTexture;
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#endif
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#if USE_NORMAL_TEXTURE
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in vec3 v_tangent;
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in vec3 v_bitangent;
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uniform sampler2D normalTexture;
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#endif
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#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && (USE_DIFFUSE_TEXTURE || (USE_EMISSIVE && USE_EMISSIVE_TEXTURE) || (USE_SPECULAR && USE_SPECULAR_TEXTURE) || USE_NORMAL_TEXTURE)
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in vec3 v_worldNormal;
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in vec3 v_worldPos;
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in vec3 v_viewDirection;
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#if CC_USE_TEXTURE
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in mediump vec2 v_uv0;
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#endif
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#if CC_USE_ATTRIBUTE_COLOR
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in lowp vec4 v_color;
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#endif
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#include <shading-phong>
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void surf (out PhongSurface s) {
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vec4 diffuse = vec4(1, 1, 1, 1);
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#if CC_USE_ATTRIBUTE_COLOR
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diffuse *= v_color;
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#endif
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diffuse *= diffuseColor;
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#if USE_DIFFUSE_TEXTURE
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CCTexture(diffuseTexture, v_uv0, diffuse);
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#endif
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ALPHA_TEST(diffuse);
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s.diffuse = diffuse.rgb;
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s.opacity = diffuse.a;
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#if USE_EMISSIVE
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s.emissive = emissiveColor.rgb;
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#if USE_EMISSIVE_TEXTURE
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CCTextureRGB(emissiveTexture, v_uv0, s.emissive);
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#endif
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#endif
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#if USE_SPECULAR
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s.specular = specularColor.rgb;
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#if USE_SPECULAR_TEXTURE
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CCTextureRGB(specularTexture, v_uv0, s.specular);
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#endif
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#endif
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s.normal = v_worldNormal;
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#if USE_NORMAL_TEXTURE
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vec3 nmmp = texture(normalTexture, v_uv0).xyz - vec3(0.5);
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s.normal =
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nmmp.x * normalize(v_tangent) +
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nmmp.y * normalize(v_bitangent) +
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nmmp.z * normalize(s.normal);
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s.normal = normalize(s.normal);
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#endif
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s.position = v_worldPos;
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s.viewDirection = v_viewDirection;
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s.glossiness = glossiness;
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}
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void main () {
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PhongSurface s;
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surf(s);
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vec4 color = CCPhongShading(s);
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gl_FragColor = CCFragOutput(color);
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}
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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precision highp float;
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#include <cc-local>
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#include <cc-global>
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#include <input-standard>
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#include <cc-shadow>
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#define CC_USE_TEXTURE CC_USE_ATTRIBUTE_UV0 && (USE_DIFFUSE_TEXTURE || USE_EMISSIVE_TEXTURE || USE_SPECULAR_TEXTURE || USE_NORMAL_TEXTURE)
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uniform MAIN_TILING {
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vec2 mainTiling;
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vec2 mainOffset;
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};
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#if CC_USE_TEXTURE
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out mediump vec2 v_uv0;
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#endif
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#if CC_USE_ATTRIBUTE_COLOR
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out lowp vec4 v_color;
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#endif
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#if USE_NORMAL_TEXTURE
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out vec3 v_tangent;
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out vec3 v_bitangent;
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#endif
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out vec3 v_worldNormal;
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out vec3 v_worldPos;
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out vec3 v_viewDirection;
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void main () {
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StandardVertInput In;
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CCVertInput(In);
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vec4 position = In.position;
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v_worldNormal = normalize((cc_matWorldIT * vec4(In.normal, 0)).xyz);
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v_worldPos = (cc_matWorld * position).xyz;
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v_viewDirection = normalize(cc_cameraPos.xyz - v_worldPos);
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#if CC_USE_TEXTURE
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v_uv0 = In.uv * mainTiling + mainOffset;
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#endif
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#if CC_USE_ATTRIBUTE_COLOR
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v_color = In.color;
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#endif
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#if USE_NORMAL_TEXTURE
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v_tangent = normalize((cc_matWorld * vec4(In.tangent.xyz, 0.0)).xyz);
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v_bitangent = cross(v_worldNormal, v_tangent) * In.tangent.w; // note the cross order
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#endif
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CCShadowInput(v_worldPos);
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gl_Position = cc_matViewProj * cc_matWorld * position;
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}
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#include <cc-lights>
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struct PhongSurface {
|
||||
vec3 diffuse;
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||||
vec3 emissive;
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vec3 specular;
|
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float opacity;
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||||
|
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float glossiness;
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vec3 position;
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vec3 normal;
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vec3 viewDirection;
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};
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Lighting brdf (PhongSurface s, LightInfo info) {
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Lighting result;
|
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float ndh = 0.0;
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// Get the half direction in world space
|
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vec3 halfDir = normalize(s.viewDirection + info.lightDir);
|
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float NdotH = max(0.0, dot(s.normal, halfDir));
|
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NdotH = pow(NdotH, max(1.0, s.glossiness * 128.0));
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result.diffuse = info.radiance * max(0.0, dot(s.normal, info.lightDir));
|
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result.specular = info.radiance * NdotH;
|
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return result;
|
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}
|
||||
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vec4 composePhongShading (Lighting lighting, PhongSurface s) {
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||||
vec4 o = vec4(0.0, 0.0, 0.0, 1.0);
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//diffuse is always calculated
|
||||
o.rgb = lighting.diffuse * s.diffuse;
|
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#if USE_EMISSIVE
|
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o.rgb += s.emissive;
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#endif
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#if USE_SPECULAR
|
||||
o.rgb += lighting.specular * s.specular;
|
||||
#endif
|
||||
|
||||
o.a = s.opacity;
|
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|
||||
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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}
|
||||
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|
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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);
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
#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
|
||||
@@ -0,0 +1,41 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
// 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;
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
// 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);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"ver": "1.1.2",
|
||||
"uuid": "9836134e-b892-4283-b6b2-78b5acf3ed45",
|
||||
"isBundle": false,
|
||||
"bundleName": "",
|
||||
"priority": 1,
|
||||
"compressionType": {},
|
||||
"optimizeHotUpdate": {},
|
||||
"inlineSpriteFrames": {},
|
||||
"isRemoteBundle": {},
|
||||
"subMetas": {}
|
||||
}
|
||||
@@ -0,0 +1,98 @@
|
||||
// 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
|
||||
// }%
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.25",
|
||||
"uuid": "abc2cb62-7852-4525-a90d-d474487b88f2",
|
||||
"compiledShaders": [],
|
||||
"subMetas": {}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"ver": "1.1.2",
|
||||
"uuid": "f8e6b000-5643-4b86-9080-aa680ce1f599",
|
||||
"isBundle": false,
|
||||
"bundleName": "",
|
||||
"priority": 1,
|
||||
"compressionType": {},
|
||||
"optimizeHotUpdate": {},
|
||||
"inlineSpriteFrames": {},
|
||||
"isRemoteBundle": {},
|
||||
"subMetas": {}
|
||||
}
|
||||
|
After Width: | Height: | Size: 7.3 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "600301aa-3357-4a10-b086-84f011fa32ba",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": true,
|
||||
"genMipmaps": false,
|
||||
"packable": false,
|
||||
"width": 64,
|
||||
"height": 64,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default-particle": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "4300f941-ba03-4d19-bdb1-959ef40f1852",
|
||||
"rawTextureUuid": "600301aa-3357-4a10-b086-84f011fa32ba",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0.5,
|
||||
"offsetY": -0.5,
|
||||
"trimX": 2,
|
||||
"trimY": 2,
|
||||
"width": 61,
|
||||
"height": 61,
|
||||
"rawWidth": 64,
|
||||
"rawHeight": 64,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.0 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "71561142-4c83-4933-afca-cb7a17f67053",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_btn_disabled": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "29158224-f8dd-4661-a796-1ffab537140e",
|
||||
"rawTextureUuid": "71561142-4c83-4933-afca-cb7a17f67053",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": -1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"rawWidth": 40,
|
||||
"rawHeight": 40,
|
||||
"borderTop": 12,
|
||||
"borderBottom": 12,
|
||||
"borderLeft": 12,
|
||||
"borderRight": 12,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "e851e89b-faa2-4484-bea6-5c01dd9f06e2",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_btn_normal": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "f0048c10-f03e-4c97-b9d3-3506e1d58952",
|
||||
"rawTextureUuid": "e851e89b-faa2-4484-bea6-5c01dd9f06e2",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": -1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"rawWidth": 40,
|
||||
"rawHeight": 40,
|
||||
"borderTop": 12,
|
||||
"borderBottom": 12,
|
||||
"borderLeft": 12,
|
||||
"borderRight": 12,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "b43ff3c2-02bb-4874-81f7-f2dea6970f18",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_btn_pressed": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "e9ec654c-97a2-4787-9325-e6a10375219a",
|
||||
"rawTextureUuid": "b43ff3c2-02bb-4874-81f7-f2dea6970f18",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": -1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"rawWidth": 40,
|
||||
"rawHeight": 40,
|
||||
"borderTop": 12,
|
||||
"borderBottom": 12,
|
||||
"borderLeft": 12,
|
||||
"borderRight": 12,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.0 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "edd215b9-2796-4a05-aaf5-81f96c9281ce",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_editbox_bg": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "ff0e91c7-55c6-4086-a39f-cb6e457b8c3b",
|
||||
"rawTextureUuid": "edd215b9-2796-4a05-aaf5-81f96c9281ce",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 40,
|
||||
"height": 40,
|
||||
"rawWidth": 40,
|
||||
"rawHeight": 40,
|
||||
"borderTop": 12,
|
||||
"borderBottom": 12,
|
||||
"borderLeft": 12,
|
||||
"borderRight": 12,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 158 B |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "d81ec8ad-247c-4e62-aa3c-d35c4193c7af",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 20,
|
||||
"height": 20,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_panel": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "9bbda31e-ad49-43c9-aaf2-f7d9896bac69",
|
||||
"rawTextureUuid": "d81ec8ad-247c-4e62-aa3c-d35c4193c7af",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 20,
|
||||
"height": 20,
|
||||
"rawWidth": 20,
|
||||
"rawHeight": 20,
|
||||
"borderTop": 6,
|
||||
"borderBottom": 6,
|
||||
"borderLeft": 6,
|
||||
"borderRight": 6,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "cfef78f1-c8df-49b7-8ed0-4c953ace2621",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 30,
|
||||
"height": 15,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_progressbar": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "67e68bc9-dad5-4ad9-a2d8-7e03d458e32f",
|
||||
"rawTextureUuid": "cfef78f1-c8df-49b7-8ed0-4c953ace2621",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 30,
|
||||
"height": 15,
|
||||
"rawWidth": 30,
|
||||
"rawHeight": 15,
|
||||
"borderTop": 4,
|
||||
"borderBottom": 4,
|
||||
"borderLeft": 10,
|
||||
"borderRight": 10,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "99170b0b-d210-46f1-b213-7d9e3f23098a",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"width": 60,
|
||||
"height": 15,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"default_progressbar_bg": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "88e79fd5-96b4-4a77-a1f4-312467171014",
|
||||
"rawTextureUuid": "99170b0b-d210-46f1-b213-7d9e3f23098a",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 60,
|
||||
"height": 15,
|
||||
"rawWidth": 60,
|
||||
"rawHeight": 15,
|
||||
"borderTop": 4,
|
||||
"borderBottom": 4,
|
||||
"borderLeft": 10,
|
||||
"borderRight": 10,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.6 KiB |
@@ -0,0 +1,36 @@
|
||||
{
|
||||
"ver": "2.3.5",
|
||||
"uuid": "567dcd80-8bf4-4535-8a5a-313f1caf078a",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
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