Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
3374 changed files with 680813 additions and 0 deletions
@@ -0,0 +1,99 @@
#ifndef SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
#ifndef ENABLE_GRAYSCALE
fixed4 _Color;
#endif
fixed4 _TextureSampleAdd;
float4 _ClipRect;
#ifdef ENABLE_FILL
float4 _FillColor;
float _FillPhase;
#endif
#ifdef ENABLE_GRAYSCALE
float _GrayPhase;
#endif
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
#ifdef _CANVAS_GROUP_COMPATIBLE
half4 vertexColor = IN.color;
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
vertexColor.rgb *= vertexColor.a;
// Unfortunately we cannot perform the TargetToGamma and PMAGammaToTarget transformations,
// as these would be wrong with modified alpha.
#else
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
// Saturated version used to prevent numerical issues of certain low-alpha values.
float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
#endif
OUT.color = vertexColor;
#ifndef ENABLE_GRAYSCALE
OUT.color *= float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
half4 color = (texColor + _TextureSampleAdd) * IN.color;
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
#ifdef ENABLE_FILL
color.rgb = lerp(color.rgb, (_FillColor.rgb * color.a), _FillPhase); // make sure to PMA _FillColor.
#endif
#ifdef ENABLE_GRAYSCALE
color.rgb = lerp(color.rgb, dot(color.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
#endif
return color;
}
#endif
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7f1f20f6ddb670f4998f78d0417912ee
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,87 @@
#ifndef SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 darkColor : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
#ifdef _CANVAS_GROUP_COMPATIBLE
float canvasAlpha : TEXCOORD3;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half4 _Black;
half4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert(VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
#ifdef _CANVAS_GROUP_COMPATIBLE
// CanvasGroup alpha multiplies existing vertex color alpha, but
// does not premultiply it to rgb components. This causes problems
// with additive blending (alpha = 0), which is why we store the
// alpha value in uv2.g (darkColor.a) and store 1.0 in vertex color alpha.
float originalAlpha = IN.uv2.g;
OUT.canvasAlpha = IN.color.a;
#else
float originalAlpha = IN.color.a;
#endif
OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + (_Black.rgb * originalAlpha);
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha));
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a);
return OUT;
}
sampler2D _MainTex;
#include "../../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
half4 frag(VertexOutput IN) : SV_Target
{
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(texColor.a - 0.001);
#endif
float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a);
#ifdef _CANVAS_GROUP_COMPATIBLE
fragColor.rgba *= IN.canvasAlpha;
#endif
return fragColor;
}
#endif
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 7d0e52884fd19064890c267e643d9183
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant: