Add AIServer, character art pipeline, and Art package boot integration.
Bring in MaleExplorer assets/shaders, model tooling and Hunyuan updates, plus boot/YooAsset Art package support. Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -49,6 +49,11 @@ AIClient/HybridCLRData/
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AIClient/Bundles/
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Tools/cdn_root/
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# AIServer
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AIServer/build/
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AIServer/data/*.db
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AIServer/data/*.db-*
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# Crash / OS
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*.stackdump
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Thumbs.db
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@@ -12,6 +12,7 @@ namespace AOT.Boot
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public string CdnRoot;
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public string PackageName;
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public ResourcePackage Package;
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public string HttpBase;
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public string WsUrlTemplate;
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public string BuildWsUrl(string pid, string token = null)
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@@ -66,6 +66,11 @@ namespace AOT.Boot
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_view?.SetProgress(1f);
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_view?.SetStatus("热更已启动");
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Debug.Log($"[Boot] OK app={ctx.AppVersion} res={ctx.ResVersion} cdn={ctx.CdnRoot}");
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// 让热更侧完成首帧生成后再撤掉全屏启动遮罩
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yield return null;
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yield return null;
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_view?.Hide();
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}
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}
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}
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@@ -24,6 +24,9 @@ namespace AOT.Boot
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[Tooltip("热更 DLL 在包内的定位地址")]
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public string HotUpdateDllLocation = "HotUpdate.Runtime";
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[Tooltip("登录服 HTTP 根(/register /login)")]
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public string HttpBase = "https://game.xworld.ren";
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[Tooltip("WebSocket 模板,{pid}/{token} 会被替换")]
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public string WsUrlTemplate = "wss://game.xworld.ren/ws?pid={pid}&token={token}";
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@@ -74,6 +74,7 @@ namespace AOT.Patch
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ResVersion = version.resVersion,
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CdnRoot = cdnRoot,
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PackageName = _settings.PackageName,
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HttpBase = _settings.HttpBase,
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WsUrlTemplate = _settings.WsUrlTemplate,
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};
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@@ -104,6 +104,16 @@ namespace AOT.UI
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_fill.color = new Color(0.85f, 0.3f, 0.3f, 1f);
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}
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public void Hide()
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{
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gameObject.SetActive(false);
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}
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public void DestroyUi()
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{
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Destroy(gameObject);
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}
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static GameObject CreateUiObject(string name, Transform parent)
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{
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var go = new GameObject(name, typeof(RectTransform));
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|
||||
Shader "Test/XPbr"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
||||
[MainTexture] _MainTex("Base (RGB:Albedo A:Alpha/AO)", 2D) = "white" {}
|
||||
_MixTex("Mix (RG:Normal B:Metallic A:Roughness)", 2D) = "white" {}
|
||||
|
||||
// 勾选:A 通道当透明(AlphaTest 裁剪);不勾选:A 通道当 AO
|
||||
[Toggle(_ALPHATEST_ON)] _AlphaTest("Alpha As Transparency (Clip)", Float) = 0
|
||||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
||||
|
||||
_Metallic("Metallic", Range(0.0, 1.0)) = 0.8
|
||||
_Roughness("Roughness", Range(0.0, 1.0)) = 0.6
|
||||
_AO("AO", Range(0.0, 1.0)) = 1.0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
|
||||
Pass
|
||||
{
|
||||
Name "ForwardLit"
|
||||
Tags{ "LightMode" = "UniversalForward" }
|
||||
|
||||
ZWrite on
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XPbr_Base.hlsl"
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
|
||||
// normalWS and tangentWS already normalize.
|
||||
// this is required to avoid skewing the direction during interpolation
|
||||
// also required for per-vertex lighting and SH evaluation
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
|
||||
|
||||
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
|
||||
|
||||
half fogFactor = 0;
|
||||
#if !defined(_FOG_FRAGMENT)
|
||||
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
#endif
|
||||
|
||||
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
|
||||
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
|
||||
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
|
||||
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
|
||||
|
||||
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
#else
|
||||
output.fogFactor = fogFactor;
|
||||
#endif
|
||||
|
||||
output.positionWS = vertexInput.positionWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
// 基础贴图:rgb 漫反射,a 透明或 AO(由 _ALPHATEST_ON 决定语义)
|
||||
half4 albedoAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
|
||||
// 混合贴图:rg 压缩法线,b 金属度,a 粗糙度
|
||||
half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
|
||||
|
||||
#if defined(_ALPHATEST_ON)
|
||||
clip(albedoAlpha.a - _Cutoff);
|
||||
half occlusion = 1.0;
|
||||
half alpha = albedoAlpha.a;
|
||||
#else
|
||||
half occlusion = lerp(1.0, albedoAlpha.a, _AO);
|
||||
half alpha = 1.0;
|
||||
#endif
|
||||
|
||||
half3 normalTS = DecodeSphereMap(mixTex.rg);
|
||||
half3 normalWS = TransformTangentToWorld(normalTS,
|
||||
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
|
||||
|
||||
SurfaceData surfaceData = (SurfaceData)0;
|
||||
surfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
|
||||
surfaceData.metallic = saturate(mixTex.b * _Metallic);
|
||||
surfaceData.smoothness = 1.0 - saturate(mixTex.a * _Roughness);
|
||||
surfaceData.alpha = alpha;
|
||||
surfaceData.normalTS = normalTS;
|
||||
surfaceData.specular = half3(0.0, 0.0, 0.0);
|
||||
surfaceData.emission = half3(0.0, 0.0, 0.0);
|
||||
surfaceData.occlusion = occlusion;
|
||||
surfaceData.clearCoatMask = half(0.0);
|
||||
surfaceData.clearCoatSmoothness = half(0.0);
|
||||
|
||||
InputData inputData;
|
||||
input.normalWS.rgb = normalWS;//法线需要传入
|
||||
InitializeInputData(input, surfaceData.normalTS, inputData);
|
||||
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
ColorMask 0
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XPbr_Base.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||||
|
||||
float3 _LightDirection;
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
|
||||
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
output.positionCS = positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_TARGET
|
||||
{
|
||||
#if defined(_ALPHATEST_ON)
|
||||
half alpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv).a;
|
||||
clip(alpha - _Cutoff);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
}
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||||
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||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
- _MixTex: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
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||||
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@@ -0,0 +1,145 @@
|
||||
#ifndef XPBR_LIT_BASE
|
||||
#define XPBR_LIT_BASE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
half4 _BaseColor;
|
||||
half _Cutoff;
|
||||
half _Metallic;
|
||||
half _Roughness;
|
||||
half _AO;
|
||||
CBUFFER_END
|
||||
half _XRuntimeAmbientEnabled;
|
||||
half4 _XRuntimeAmbientSky;
|
||||
half4 _XRuntimeAmbientEquator;
|
||||
half4 _XRuntimeAmbientGround;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
TEXTURE2D(_MixTex); SAMPLER(sampler_MixTex);
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 staticLightmapUV : TEXCOORD1;
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
|
||||
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
|
||||
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
|
||||
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
|
||||
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
|
||||
#else
|
||||
half fogFactor : TEXCOORD6;
|
||||
#endif
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
float4 positionCS : SV_POSITION;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD8;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
//解码 RG 两通道球面映射压缩法线(有符号,ModelTranslator 工具编码:enc = n.xy/sqrt(2*(1+n.z)) * 0.5 + 0.5)
|
||||
float3 DecodeSphereMap(float2 encoded)
|
||||
{
|
||||
encoded = encoded * 2.0 - 1.0; //rg 无符号存储,重映射回有符号
|
||||
float4 nn = float4(encoded, 1, -1);
|
||||
float l = dot(nn.xyz, -nn.xyw);
|
||||
nn.z = l;
|
||||
nn.xy *= sqrt(l);
|
||||
return nn.xyz * 2 + float3(0, 0, -1);
|
||||
}
|
||||
|
||||
half3 SampleXRuntimeAmbient(half3 normalWS)
|
||||
{
|
||||
half y = normalize(normalWS).y;
|
||||
half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
|
||||
half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
|
||||
half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
|
||||
half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
|
||||
half3 upper = lerp(equator, sky, saturate(y));
|
||||
half3 lower = lerp(equator, ground, saturate(-y));
|
||||
return lerp(lower, upper, step(0.0h, y));
|
||||
}
|
||||
|
||||
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
|
||||
{
|
||||
inputData = (InputData)0;
|
||||
|
||||
inputData.positionWS = input.positionWS;
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
// 法线已在 frag 中经 TBN 转换到世界空间后写回 input.normalWS
|
||||
inputData.normalWS = input.normalWS.xyz;
|
||||
|
||||
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||||
inputData.viewDirectionWS = viewDirWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
inputData.shadowCoord = input.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
||||
#else
|
||||
inputData.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
#else
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
|
||||
#endif
|
||||
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#elif defined(LIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#else
|
||||
inputData.bakedGI = SampleSH(inputData.normalWS);
|
||||
#endif
|
||||
// 仅在运行时全局环境光开启后才覆盖(Game.cs 设置);否则保留场景自身 SH/光照贴图,
|
||||
// 避免编辑器预览比 URP Lit 亮(旧写法无条件覆盖成硬编码的高强度三色环境光)
|
||||
if (_XRuntimeAmbientEnabled > 0.5h)
|
||||
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
|
||||
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.dynamicLightmapUV = input.dynamicLightmapUV;
|
||||
#endif
|
||||
#if defined(LIGHTMAP_ON)
|
||||
inputData.staticLightmapUV = input.staticLightmapUV;
|
||||
#else
|
||||
inputData.vertexSH = input.vertexSH;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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ShaderImporter:
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externalObjects: {}
|
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defaultTextures: []
|
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nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,322 @@
|
||||
Shader "XWorld/XTerrain"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
// 四层颜色贴图
|
||||
_LayerTex0 ("Layer 0 (R)", 2D) = "white" {}
|
||||
_LayerTex1 ("Layer 1 (G)", 2D) = "white" {}
|
||||
_LayerTex2 ("Layer 2 (B)", 2D) = "white" {}
|
||||
_LayerTex3 ("Layer 3 (A)", 2D) = "white" {}
|
||||
// 混合贴图(RGBA 分别对应四层权重)
|
||||
_Control ("Control (RGBA)", 2D) = "white" {}
|
||||
_Tiling ("Tiling", Float) = 20
|
||||
|
||||
_BumpScale("BumpScale", Range(0.0, 10)) = 5
|
||||
_Roughness("Roughness", Range(0.0, 2.0)) = 0.3
|
||||
_Metallic("Metallic", Range(0.0, 2.0)) = 0.3
|
||||
_AO("AO", Range(0.0, 3.0)) = 1.0
|
||||
//_EmissiveIntensity("EmissiveIntensity", Range(0.0, 2.0)) = 0.3
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
||||
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
||||
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
|
||||
Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
Name "ForwardLit"
|
||||
Tags{ "LightMode" = "UniversalForward" }
|
||||
|
||||
ZWrite on
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ _MIXTEX_ON
|
||||
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTerrain_Base.hlsl"
|
||||
|
||||
// 声明纹理和采样器
|
||||
|
||||
|
||||
struct AttData
|
||||
{
|
||||
float3 normal;
|
||||
float ao;//获得夹角越狭窄越强
|
||||
float roughness;//周围高度差越多,越粗糙;颜色越相同越低;
|
||||
float metallic;//使用平均亮度值
|
||||
};
|
||||
float3 _LightDirection;
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
|
||||
// normalWS and tangentWS already normalize.
|
||||
// this is required to avoid skewing the direction during interpolation
|
||||
// also required for per-vertex lighting and SH evaluation
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
|
||||
|
||||
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
|
||||
|
||||
half fogFactor = 0;
|
||||
#if !defined(_FOG_FRAGMENT)
|
||||
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
#endif
|
||||
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _LayerTex0);
|
||||
|
||||
// already normalized from normal transform to WS.
|
||||
// half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
|
||||
// output.normalWS = half4(normalInput.normalWS, viewDirWS.x);//normalInput.normalWS;//
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
// real sign = input.tangentOS.w * GetOddNegativeScale();
|
||||
// half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
|
||||
//#endif
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
|
||||
// output.tangentWS = tangentWS;
|
||||
//#endif
|
||||
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
|
||||
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
|
||||
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
|
||||
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
|
||||
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
|
||||
output.viewDirTS = viewDirTS;
|
||||
#endif
|
||||
|
||||
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
#else
|
||||
output.fogFactor = fogFactor;
|
||||
#endif
|
||||
|
||||
output.positionWS = vertexInput.positionWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
|
||||
return output;
|
||||
}
|
||||
//生成灰度图(高度)
|
||||
float GetGrayColor(half3 color)
|
||||
{
|
||||
//return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
||||
//return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
|
||||
return 0.299f * color.r + 0.587f * color.g + 0.114f * color.b;
|
||||
}
|
||||
//生成法线 ao 粗糙度,金属度
|
||||
AttData GetNormalByGray(float2 uv, half4 col4)
|
||||
{
|
||||
AttData ad;
|
||||
half bumpscale = _BumpScale * _LayerTex0_TexelSize.x;
|
||||
float2 deltaU = float2(_LayerTex0_TexelSize.x, 0);
|
||||
float h0 = GetGrayColor(col4.xyz);
|
||||
float h1_u = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv - deltaU).rgb);
|
||||
float h2_u = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv + deltaU).rgb);
|
||||
//float3 tangent_u = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 tangent_u = float3(deltaU.x, 0, (h2_u - h1_u) * bumpscale);
|
||||
|
||||
float2 deltaV = float2(0, _LayerTex0_TexelSize.y);
|
||||
float h1_v = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv - deltaV).rgb);
|
||||
float h2_v = GetGrayColor(SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv + deltaV).rgb);
|
||||
//float3 tangent_v = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 tangent_v = float3(0, deltaV.y, (h2_v - h1_v) * bumpscale);
|
||||
|
||||
//算ao. 两个向量夹角《
|
||||
float ao;// = 0;
|
||||
//ad.ao = 0;
|
||||
ad.normal = normalize(cross(tangent_v, tangent_u));
|
||||
ad.normal.z *= -1;
|
||||
float3 vVA = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 vVB = float3(0, deltaV.y, (h1_v - h0) * bumpscale);
|
||||
float3 VecV = cross(vVA, vVB);
|
||||
//if (VecV.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ao = saturate(acos(dot(normalize(vVA), normalize(vVB))));
|
||||
}
|
||||
float3 vUA = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 vUB = float3(deltaU.x, 0, (h1_u - h0) * bumpscale);
|
||||
float3 VecU = cross(vUA, vUB);
|
||||
//if (VecU.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ad.ao = saturate(acos(dot(normalize(vUA), normalize(vUB))));
|
||||
}
|
||||
ad.ao = saturate(1.0f - max(ao, ad.ao) * _AO);
|
||||
//
|
||||
//粗糙度
|
||||
ad.roughness = saturate((abs(h1_u - h0) + abs(h2_u - h0) + abs(h1_v - h0) + abs(h2_v - h0)) + _Roughness);
|
||||
//金属度
|
||||
ad.metallic = saturate((h0 + h1_u + h2_u + h1_v + h2_v) / 5 * _Metallic);
|
||||
return ad;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
#if defined(_PARALLAXMAP)
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
half3 viewDirTS = input.viewDirTS;
|
||||
#else
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
|
||||
#endif
|
||||
ApplyPerPixelDisplacement(viewDirTS, input.uv);
|
||||
#endif
|
||||
|
||||
// 采样混合权重
|
||||
half4 splat_control = SAMPLE_TEXTURE2D(_Control, sampler_Control, input.uv);
|
||||
|
||||
// 各层颜色采样,使用同一套 UV 并乘以 Tiling
|
||||
float2 uv = input.uv * _Tiling;
|
||||
half4 col0 = SAMPLE_TEXTURE2D(_LayerTex0, sampler_LayerTex0, uv);
|
||||
half4 col1 = SAMPLE_TEXTURE2D(_LayerTex1, sampler_LayerTex1, uv);
|
||||
half4 col2 = SAMPLE_TEXTURE2D(_LayerTex2, sampler_LayerTex2, uv);
|
||||
half4 col3 = SAMPLE_TEXTURE2D(_LayerTex3, sampler_LayerTex3, uv);
|
||||
|
||||
// 按权重混合
|
||||
float total = splat_control.r + splat_control.g + splat_control.b + splat_control.a ;
|
||||
float a = 1 - max(max(splat_control.r, splat_control.g), splat_control.b);
|
||||
|
||||
half4 col = col0 * splat_control.r / total
|
||||
+ col1 * splat_control.g / total
|
||||
+ col2 * splat_control.b / total
|
||||
+ col3 * splat_control.a / total ;
|
||||
|
||||
//得到法线
|
||||
AttData ad = GetNormalByGray(uv, col);
|
||||
half3 normalWS = TransformTangentToWorld(ad.normal,
|
||||
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
|
||||
|
||||
SurfaceData surfaceData;
|
||||
surfaceData.specular = half3(0.0, 0.0, 0.0);
|
||||
|
||||
surfaceData.albedo = col.rgb;
|
||||
surfaceData.metallic = ad.metallic;
|
||||
surfaceData.smoothness = 1.0 - ad.roughness; // 新版URP中smoothness直接控制高光
|
||||
surfaceData.alpha = col.a;
|
||||
surfaceData.normalTS = ad.normal;//input.tangentWS;//
|
||||
//surfaceData.specular = 0;
|
||||
surfaceData.emission = half3(0.0, 0.0, 0.0);
|
||||
surfaceData.occlusion = ad.ao;
|
||||
surfaceData.clearCoatMask = half(0.0);
|
||||
surfaceData.clearCoatSmoothness = half(0.0);
|
||||
|
||||
InputData inputData;
|
||||
input.normalWS.rgb = normalWS;//法线需要传入
|
||||
InitializeInputData(input, surfaceData.normalTS, inputData);
|
||||
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
//color.rgb = ad.ao;//ad.normal;
|
||||
return color;
|
||||
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTex_Base.hlsl"
|
||||
|
||||
float3 _LightDirection;
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
|
||||
float4 positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
output.positionCS = positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_TARGET
|
||||
{
|
||||
return SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
|
||||
//return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c62f5ca63149bac4c8bcb39cf97084a2
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,170 @@
|
||||
#ifndef XTERRAIN_LIT_BASE
|
||||
#define XTERRAIN_LIT_BASE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _LayerTex0_ST;
|
||||
float4 _LayerTex1_ST;
|
||||
float4 _LayerTex2_ST;
|
||||
float4 _LayerTex3_ST;
|
||||
//half4 _BaseColor;
|
||||
float _Tiling;
|
||||
half _BumpScale;
|
||||
half _Roughness;
|
||||
half _Metallic;
|
||||
half _AO;
|
||||
half _EmissiveIntensity;
|
||||
half _useCustomGI;
|
||||
half3 _CustomGIColor;
|
||||
float4 _LayerTex0_TexelSize;
|
||||
CBUFFER_END
|
||||
half _XRuntimeAmbientEnabled;
|
||||
half4 _XRuntimeAmbientSky;
|
||||
half4 _XRuntimeAmbientEquator;
|
||||
half4 _XRuntimeAmbientGround;
|
||||
|
||||
//TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
|
||||
TEXTURE2D(_LayerTex0);
|
||||
SAMPLER(sampler_LayerTex0);
|
||||
TEXTURE2D(_LayerTex1);
|
||||
SAMPLER(sampler_LayerTex1);
|
||||
TEXTURE2D(_LayerTex2);
|
||||
SAMPLER(sampler_LayerTex2);
|
||||
TEXTURE2D(_LayerTex3);
|
||||
SAMPLER(sampler_LayerTex3);
|
||||
TEXTURE2D(_Control);
|
||||
SAMPLER(sampler_Control);
|
||||
|
||||
// 声明变量
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
half4 color : COLOR;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 staticLightmapUV : TEXCOORD1;
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
|
||||
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
|
||||
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
|
||||
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
|
||||
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
|
||||
#else
|
||||
half fogFactor : TEXCOORD6;
|
||||
#endif
|
||||
half4 lightDir : TEXCOORD8;
|
||||
half4 viewDir : TEXCOORD9;
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
|
||||
float4 positionCS : SV_POSITION;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD10;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
half3 SampleXRuntimeAmbient(half3 normalWS)
|
||||
{
|
||||
half y = normalize(normalWS).y;
|
||||
half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
|
||||
half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
|
||||
half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
|
||||
half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
|
||||
half3 upper = lerp(equator, sky, saturate(y));
|
||||
half3 lower = lerp(equator, ground, saturate(-y));
|
||||
return lerp(lower, upper, step(0.0h, y));
|
||||
}
|
||||
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
|
||||
{
|
||||
inputData = (InputData)0;
|
||||
|
||||
inputData.positionWS = input.positionWS;
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
#if defined(_NORMALMAP) || defined(_DETAIL)
|
||||
float sgn = input.tangentWS.w; // should be either +1 or -1
|
||||
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||||
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
inputData.tangentToWorld = tangentToWorld;
|
||||
#endif
|
||||
inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
|
||||
#else
|
||||
inputData.normalWS = input.normalWS.xyz;
|
||||
#endif
|
||||
|
||||
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||||
inputData.viewDirectionWS = viewDirWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
inputData.shadowCoord = input.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
||||
#else
|
||||
inputData.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
#else
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
|
||||
#endif
|
||||
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#elif defined(LIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#else
|
||||
inputData.bakedGI = SampleSH(inputData.normalWS);
|
||||
#endif
|
||||
// 仅在运行时全局环境光开启后才覆盖(Game.cs 设置);否则保留场景自身 SH/光照贴图,
|
||||
// 避免编辑器预览比 URP Lit 亮(旧写法无条件覆盖成硬编码的高强度三色环境光)
|
||||
if (_XRuntimeAmbientEnabled > 0.5h)
|
||||
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
|
||||
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.dynamicLightmapUV = input.dynamicLightmapUV;
|
||||
#endif
|
||||
#if defined(LIGHTMAP_ON)
|
||||
inputData.staticLightmapUV = input.staticLightmapUV;
|
||||
#else
|
||||
inputData.vertexSH = input.vertexSH;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3538332e45c8b1a4f9d4964380ddc6a9
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,322 @@
|
||||
Shader "Test/XTex"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
|
||||
[MainTexture] _MainTex("Albedo", 2D) = "white" {}
|
||||
|
||||
[Toggle(_MIXTEX_ON)] _UseMixTex("Use Mix Map", Float) = 0
|
||||
[MixTexture] _MixTex("MixTex", 2D) = "white" {}
|
||||
|
||||
_BumpScale("BumpScale", Range(0.0, 10)) = 5
|
||||
_Roughness("Roughness", Range(0.0, 2.0)) = 0.4
|
||||
_Metallic("Metallic", Range(0.0, 2.0)) = 0.3
|
||||
_AO("AO", Range(0.0, 3.0)) = 1.0
|
||||
_EmissiveIntensity("EmissiveIntensity", Range(0.0, 2.0)) = 0.3
|
||||
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
|
||||
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
|
||||
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
|
||||
Pass
|
||||
{
|
||||
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
|
||||
// no LightMode tag are also rendered by Universal Render Pipeline
|
||||
Name "ForwardLit"
|
||||
Tags{ "LightMode" = "UniversalForward" }
|
||||
|
||||
ZWrite on
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile _ LIGHTMAP_ON
|
||||
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||||
#pragma multi_compile _ _MIXTEX_ON
|
||||
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTex_Base.hlsl"
|
||||
|
||||
struct AttData
|
||||
{
|
||||
float3 normal;
|
||||
float ao;//获得夹角越狭窄越强
|
||||
float roughness;//周围高度差越多,越粗糙;颜色越相同越低;
|
||||
float metallic;//使用平均亮度值
|
||||
};
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
|
||||
// normalWS and tangentWS already normalize.
|
||||
// this is required to avoid skewing the direction during interpolation
|
||||
// also required for per-vertex lighting and SH evaluation
|
||||
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
|
||||
|
||||
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
|
||||
|
||||
half fogFactor = 0;
|
||||
#if !defined(_FOG_FRAGMENT)
|
||||
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
|
||||
#endif
|
||||
|
||||
|
||||
// already normalized from normal transform to WS.
|
||||
// half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
|
||||
// output.normalWS = half4(normalInput.normalWS, viewDirWS.x);//normalInput.normalWS;//
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
// real sign = input.tangentOS.w * GetOddNegativeScale();
|
||||
// half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
|
||||
//#endif
|
||||
//#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
|
||||
// output.tangentWS = tangentWS;
|
||||
//#endif
|
||||
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
|
||||
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
|
||||
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
|
||||
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
|
||||
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
|
||||
output.viewDirTS = viewDirTS;
|
||||
#endif
|
||||
|
||||
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||||
#endif
|
||||
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
||||
#else
|
||||
output.fogFactor = fogFactor;
|
||||
#endif
|
||||
|
||||
output.positionWS = vertexInput.positionWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
//生成灰度图(高度)
|
||||
float GetGrayColor(half3 color)
|
||||
{
|
||||
//return color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
|
||||
//return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
|
||||
return 0.299f * color.r + 0.587f * color.g + 0.114f * color.b;
|
||||
}
|
||||
//生成法线 ao 粗糙度,金属度
|
||||
AttData GetNormalByGray(float2 uv, half4 col4)
|
||||
{
|
||||
AttData ad;
|
||||
half bumpscale = _BumpScale * _MainTex_TexelSize.x;
|
||||
float2 deltaU = float2(_MainTex_TexelSize.x, 0);
|
||||
float h0 = GetGrayColor(col4.xyz);
|
||||
float h1_u = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - deltaU).rgb);
|
||||
float h2_u = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + deltaU).rgb);
|
||||
//float3 tangent_u = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 tangent_u = float3(deltaU.x, 0, (h2_u - h1_u) * bumpscale);
|
||||
|
||||
float2 deltaV = float2(0, _MainTex_TexelSize.y);
|
||||
float h1_v = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - deltaV).rgb);
|
||||
float h2_v = GetGrayColor(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + deltaV).rgb);
|
||||
//float3 tangent_v = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 tangent_v = float3(0, deltaV.y, (h2_v - h1_v) * bumpscale);
|
||||
|
||||
//算ao. 两个向量夹角《
|
||||
float ao;// = 0;
|
||||
//ad.ao = 0;
|
||||
ad.normal = normalize(cross(tangent_v, tangent_u));
|
||||
ad.normal.z *= -1;
|
||||
float3 vVA = float3(0, deltaV.y, (h2_v - h0) * bumpscale);
|
||||
float3 vVB = float3(0, deltaV.y, (h1_v - h0) * bumpscale);
|
||||
float3 VecV = cross(vVA, vVB);
|
||||
//if (VecV.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ao = saturate(acos(dot(normalize(vVA), normalize(vVB))));
|
||||
}
|
||||
float3 vUA = float3(deltaU.x, 0, (h2_u - h0) * bumpscale);
|
||||
float3 vUB = float3(deltaU.x, 0, (h1_u - h0) * bumpscale);
|
||||
float3 VecU = cross(vUA, vUB);
|
||||
//if (VecU.y > 0)
|
||||
{//锐角,判断根据锐角度得到夹角深度
|
||||
ad.ao = saturate(acos(dot(normalize(vUA), normalize(vUB))));
|
||||
}
|
||||
ad.ao = saturate(1.0f - max(ao, ad.ao) * _AO);
|
||||
//
|
||||
//粗糙度
|
||||
ad.roughness = saturate((abs(h1_u - h0) + abs(h2_u - h0) + abs(h1_v - h0) + abs(h2_v - h0)) + _Roughness);
|
||||
//金属度
|
||||
ad.metallic = saturate((h0 + h1_u + h2_u + h1_v + h2_v) / 5 * _Metallic);
|
||||
return ad;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
#if defined(_PARALLAXMAP)
|
||||
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
|
||||
half3 viewDirTS = input.viewDirTS;
|
||||
#else
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
|
||||
#endif
|
||||
ApplyPerPixelDisplacement(viewDirTS, input.uv);
|
||||
#endif
|
||||
|
||||
SurfaceData surfaceData;
|
||||
//InitializeStandardLitSurfaceData(input.uv, surfaceData);
|
||||
half4 albedoAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
|
||||
half3 albedo = albedoAlpha.rgb * _BaseColor.rgb;
|
||||
//Light mainLight = GetMainLight();
|
||||
#ifdef _MIXTEX_ON
|
||||
half4 mixTex = SAMPLE_TEXTURE2D(_MixTex, sampler_MixTex, input.uv);
|
||||
AttData ad;// = GetNormalByGray(input.uv, albedoAlpha);;
|
||||
ad.normal.rgb = DecodeSphereMap(mixTex.rg);
|
||||
ad.ao = saturate(1.0 - (1.0 - mixTex.a) * _AO);
|
||||
ad.roughness = mixTex.a * _Roughness;
|
||||
ad.metallic = mixTex.b * _Metallic;
|
||||
#else
|
||||
//得到法线
|
||||
AttData ad = GetNormalByGray(input.uv, albedoAlpha);
|
||||
//half gray = GetGrayColor(albedoAlpha.xyz);
|
||||
//ad.normal.rgb = half3(gray,gray,gray);
|
||||
#endif
|
||||
|
||||
//half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
|
||||
half3 normalWS = TransformTangentToWorld(ad.normal,
|
||||
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
|
||||
|
||||
surfaceData.specular = half3(0.0, 0.0, 0.0);
|
||||
|
||||
surfaceData.albedo = albedo;
|
||||
surfaceData.metallic = ad.metallic;
|
||||
surfaceData.smoothness = 1.0 - ad.roughness; // 新版URP中smoothness直接控制高光
|
||||
surfaceData.alpha = albedoAlpha.a;
|
||||
surfaceData.normalTS = ad.normal;//input.tangentWS;//
|
||||
//surfaceData.specular = 0;
|
||||
surfaceData.emission = half3(0.0, 0.0, 0.0);
|
||||
surfaceData.occlusion = ad.ao;
|
||||
surfaceData.clearCoatMask = half(0.0);
|
||||
surfaceData.clearCoatSmoothness = half(0.0);
|
||||
|
||||
InputData inputData;
|
||||
input.normalWS.rgb = normalWS;//ad.normal;//法线需要传入
|
||||
InitializeInputData(input, surfaceData.normalTS, inputData);
|
||||
|
||||
|
||||
//SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
|
||||
|
||||
//#ifdef _DBUFFER
|
||||
// ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||||
//#endif
|
||||
|
||||
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
||||
|
||||
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||||
//color.a = OutputAlpha(color.a, _Surface);
|
||||
|
||||
//color.rgb = input.tangentWS;//normalWS;//surfaceData.normalTS;//
|
||||
return color;
|
||||
|
||||
}
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ShadowCaster"
|
||||
Tags{ "LightMode" = "ShadowCaster" }
|
||||
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 2.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material Keywords
|
||||
#pragma shader_feature_local_fragment _ALPHATEST_ON
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "XTex_Base.hlsl"
|
||||
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
||||
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
|
||||
float4 positionCS = TransformWorldToHClip(positionWS);
|
||||
|
||||
#if UNITY_REVERSED_Z
|
||||
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#else
|
||||
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
|
||||
#endif
|
||||
|
||||
output.positionCS = positionCS;
|
||||
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 frag(Varyings input) : SV_TARGET
|
||||
{
|
||||
return SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
|
||||
//return 0;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
//UsePass "Universal Render Pipeline/Lit/ShadowCaster"
|
||||
}
|
||||
|
||||
FallBack Off
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32be331071e4bc34895b26703115c3e6
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures:
|
||||
- _MainTex: {instanceID: 0}
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,172 @@
|
||||
#ifndef XTEX_LIT_BASE
|
||||
#define XTEX_LIT_BASE
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _MainTex_ST;
|
||||
half4 _BaseColor;
|
||||
half _BumpScale;
|
||||
half _Roughness;
|
||||
half _Metallic;
|
||||
half _AO;
|
||||
half _EmissiveIntensity;
|
||||
half _useCustomGI;
|
||||
half3 _CustomGIColor;
|
||||
float4 _MainTex_TexelSize;
|
||||
#ifdef _MIXTEX_ON
|
||||
float4 _MixTex_ST;
|
||||
#endif
|
||||
CBUFFER_END
|
||||
half _XRuntimeAmbientEnabled;
|
||||
half4 _XRuntimeAmbientSky;
|
||||
half4 _XRuntimeAmbientEquator;
|
||||
half4 _XRuntimeAmbientGround;
|
||||
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
|
||||
#ifdef _MIXTEX_ON
|
||||
TEXTURE2D(_MixTex); SAMPLER(sampler_MixTex);
|
||||
#endif
|
||||
|
||||
|
||||
struct Attributes
|
||||
{
|
||||
float4 positionOS : POSITION;
|
||||
half4 color : COLOR;
|
||||
float3 normalOS : NORMAL;
|
||||
float4 tangentOS : TANGENT;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 staticLightmapUV : TEXCOORD1;
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct Varyings
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 1);
|
||||
|
||||
float3 positionWS : TEXCOORD2;
|
||||
|
||||
half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
|
||||
half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
|
||||
half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
|
||||
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
|
||||
#else
|
||||
half fogFactor : TEXCOORD6;
|
||||
#endif
|
||||
|
||||
half4 lightDir : TEXCOORD8;
|
||||
half4 viewDir : TEXCOORD9;
|
||||
|
||||
#ifdef DYNAMICLIGHTMAP_ON
|
||||
float2 dynamicLightmapUV : TEXCOORD7;
|
||||
#endif
|
||||
|
||||
float4 positionCS : SV_POSITION;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD10;
|
||||
#endif
|
||||
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
real3 SafeNormalize_Half3(real3 inVec)
|
||||
{
|
||||
real dp3 = max(REAL_MIN, dot(inVec, inVec));
|
||||
return inVec * rsqrt(dp3);
|
||||
}
|
||||
|
||||
float3 DecodeSphereMap(float2 encoded)
|
||||
{
|
||||
float4 nn = float4(encoded, 1, -1);
|
||||
float l = dot(nn.xyz, -nn.xyw);
|
||||
nn.z = l;
|
||||
nn.xy *= sqrt(l);
|
||||
return nn.xyz * 2 + float3(0, 0, -1);
|
||||
}
|
||||
|
||||
half3 SampleXRuntimeAmbient(half3 normalWS)
|
||||
{
|
||||
half y = normalize(normalWS).y;
|
||||
half useGlobal = step(0.5h, _XRuntimeAmbientEnabled);
|
||||
half3 sky = lerp(half3(1.353h, 1.452h, 1.568h), _XRuntimeAmbientSky.rgb, useGlobal);
|
||||
half3 equator = lerp(half3(1.023h, 1.122h, 1.254h), _XRuntimeAmbientEquator.rgb, useGlobal);
|
||||
half3 ground = lerp(half3(0.561h, 0.528h, 0.462h), _XRuntimeAmbientGround.rgb, useGlobal);
|
||||
half3 upper = lerp(equator, sky, saturate(y));
|
||||
half3 lower = lerp(equator, ground, saturate(-y));
|
||||
return lerp(lower, upper, step(0.0h, y));
|
||||
}
|
||||
|
||||
void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
|
||||
{
|
||||
inputData = (InputData)0;
|
||||
|
||||
inputData.positionWS = input.positionWS;
|
||||
|
||||
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
|
||||
#if defined(_NORMALMAP) || defined(_DETAIL)
|
||||
float sgn = input.tangentWS.w; // should be either +1 or -1
|
||||
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
|
||||
half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
inputData.tangentToWorld = tangentToWorld;
|
||||
#endif
|
||||
inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
|
||||
#else
|
||||
inputData.normalWS = input.normalWS.xyz;
|
||||
#endif
|
||||
|
||||
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||||
inputData.viewDirectionWS = viewDirWS;
|
||||
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
inputData.shadowCoord = input.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
||||
#else
|
||||
inputData.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||||
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||||
#else
|
||||
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
|
||||
#endif
|
||||
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#elif defined(LIGHTMAP_ON)
|
||||
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
|
||||
#else
|
||||
inputData.bakedGI = SampleSH(inputData.normalWS);
|
||||
#endif
|
||||
// 仅在运行时全局环境光开启后才覆盖(Game.cs 设置);否则保留场景自身 SH/光照贴图,
|
||||
// 避免编辑器预览比 URP Lit 亮(旧写法无条件覆盖成硬编码的高强度三色环境光)
|
||||
if (_XRuntimeAmbientEnabled > 0.5h)
|
||||
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
|
||||
|
||||
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
|
||||
#if defined(DEBUG_DISPLAY)
|
||||
#if defined(DYNAMICLIGHTMAP_ON)
|
||||
inputData.dynamicLightmapUV = input.dynamicLightmapUV;
|
||||
#endif
|
||||
#if defined(LIGHTMAP_ON)
|
||||
inputData.staticLightmapUV = input.staticLightmapUV;
|
||||
#else
|
||||
inputData.vertexSH = input.vertexSH;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a68f172b57b5e5e4f8842cd5a63f22a3
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 297292b243665ee45b0e0f266b016347
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,296 @@
|
||||
#if UNITY_EDITOR
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using YooAsset.Editor;
|
||||
|
||||
/// <summary>
|
||||
/// M3:角色目录约定 Assets/Bundles/Characters/{ActorName}/ + Art 包收集。
|
||||
/// </summary>
|
||||
public static class SetupM3Character
|
||||
{
|
||||
public const string ActorName = "MaleExplorer";
|
||||
public const string ActorRoot = "Assets/Bundles/Characters/" + ActorName;
|
||||
const string FbxPath = ActorRoot + "/" + ActorName + ".fbx";
|
||||
const string BasePath = ActorRoot + "/" + ActorName + "_base.png";
|
||||
const string MixPath = ActorRoot + "/" + ActorName + "_mix.png";
|
||||
const string ColorPath = ActorRoot + "/" + ActorName + "_color.png";
|
||||
const string NormalPath = ActorRoot + "/" + ActorName + "_normal.png";
|
||||
const string AoPath = ActorRoot + "/" + ActorName + "_ao.png";
|
||||
const string MetallicPath = ActorRoot + "/" + ActorName + "_metallic.png";
|
||||
const string RoughnessPath = ActorRoot + "/" + ActorName + "_roughness.png";
|
||||
const string ConceptPath = ActorRoot + "/concept.png";
|
||||
const string MatPath = ActorRoot + "/" + ActorName + ".mat";
|
||||
const string PrefabPath = ActorRoot + "/" + ActorName + ".prefab";
|
||||
const string ArtPackage = "Art";
|
||||
const string XPbrShaderName = "Test/XPbr";
|
||||
|
||||
[MenuItem("AIGame/M3/Setup Character Prefab + Art Collector")]
|
||||
public static string SetupAll()
|
||||
{
|
||||
AssetDatabase.Refresh();
|
||||
var a = EnsureTextureImports();
|
||||
var b = EnsureMaterialAndPrefab();
|
||||
var c = EnsureArtCollector();
|
||||
CleanupLegacyLayout();
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
return $"ok textures={a} prefab={b} art={c}";
|
||||
}
|
||||
|
||||
public static string EnsureTextureImports()
|
||||
{
|
||||
var paths = new[] { BasePath, MixPath, ColorPath, NormalPath, AoPath, MetallicPath, RoughnessPath, ConceptPath };
|
||||
var ok = 0;
|
||||
foreach (var path in paths)
|
||||
{
|
||||
if (!File.Exists(path)) continue;
|
||||
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
if (importer == null) continue;
|
||||
var isMix = path == MixPath;
|
||||
var isNormal = path == NormalPath;
|
||||
var isData = path == MetallicPath || path == RoughnessPath || path == AoPath || isMix;
|
||||
importer.textureType = isNormal ? TextureImporterType.NormalMap : TextureImporterType.Default;
|
||||
importer.sRGBTexture = !isNormal && !isData;
|
||||
importer.mipmapEnabled = true;
|
||||
importer.alphaIsTransparency = path == ConceptPath || path == BasePath;
|
||||
importer.SaveAndReimport();
|
||||
ok++;
|
||||
}
|
||||
|
||||
if (File.Exists(FbxPath))
|
||||
{
|
||||
var model = AssetImporter.GetAtPath(FbxPath) as ModelImporter;
|
||||
if (model != null)
|
||||
{
|
||||
// XPbr:保留 externalObjects 材质重映射;无 .mat 时再 None
|
||||
model.materialImportMode = File.Exists(MatPath)
|
||||
? ModelImporterMaterialImportMode.ImportViaMaterialDescription
|
||||
: ModelImporterMaterialImportMode.None;
|
||||
model.meshCompression = ModelImporterMeshCompression.Medium;
|
||||
model.isReadable = false;
|
||||
model.SaveAndReimport();
|
||||
}
|
||||
}
|
||||
|
||||
return $"imported={ok} fbx={(File.Exists(FbxPath) ? "yes" : "no")}";
|
||||
}
|
||||
|
||||
public static string EnsureMaterialAndPrefab()
|
||||
{
|
||||
if (File.Exists(FbxPath) && (File.Exists(BasePath) || File.Exists(ColorPath)))
|
||||
return EnsureMeshPrefab();
|
||||
if (File.Exists(ConceptPath))
|
||||
return EnsureBillboardPrefab();
|
||||
return "missing MaleExplorer mesh/concept under " + ActorRoot;
|
||||
}
|
||||
|
||||
static string EnsureMeshPrefab()
|
||||
{
|
||||
var baseMap = AssetDatabase.LoadAssetAtPath<Texture2D>(BasePath);
|
||||
var mixMap = AssetDatabase.LoadAssetAtPath<Texture2D>(MixPath);
|
||||
var color = baseMap != null ? baseMap : AssetDatabase.LoadAssetAtPath<Texture2D>(ColorPath);
|
||||
if (color == null) return "base/color texture missing";
|
||||
|
||||
var xpbr = Shader.Find(XPbrShaderName);
|
||||
var urpLit = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
|
||||
var useXpbr = xpbr != null && mixMap != null;
|
||||
var shader = useXpbr ? xpbr : urpLit;
|
||||
|
||||
var mat = AssetDatabase.LoadAssetAtPath<Material>(MatPath);
|
||||
if (mat == null)
|
||||
{
|
||||
mat = new Material(shader);
|
||||
AssetDatabase.CreateAsset(mat, MatPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
mat.shader = shader;
|
||||
}
|
||||
|
||||
if (useXpbr)
|
||||
{
|
||||
if (mat.HasProperty("_MainTex")) mat.SetTexture("_MainTex", color);
|
||||
if (mat.HasProperty("_MixTex")) mat.SetTexture("_MixTex", mixMap);
|
||||
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", Color.white);
|
||||
if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 1f);
|
||||
if (mat.HasProperty("_Roughness")) mat.SetFloat("_Roughness", 1f);
|
||||
if (mat.HasProperty("_AO")) mat.SetFloat("_AO", 1f);
|
||||
if (mat.HasProperty("_AlphaTest")) mat.SetFloat("_AlphaTest", 0f);
|
||||
mat.DisableKeyword("_ALPHATEST_ON");
|
||||
}
|
||||
else
|
||||
{
|
||||
var normal = AssetDatabase.LoadAssetAtPath<Texture2D>(NormalPath);
|
||||
var ao = AssetDatabase.LoadAssetAtPath<Texture2D>(AoPath);
|
||||
var metallic = AssetDatabase.LoadAssetAtPath<Texture2D>(MetallicPath);
|
||||
var roughness = AssetDatabase.LoadAssetAtPath<Texture2D>(RoughnessPath);
|
||||
if (mat.HasProperty("_BaseMap")) mat.SetTexture("_BaseMap", color);
|
||||
if (mat.HasProperty("_MainTex")) mat.SetTexture("_MainTex", color);
|
||||
if (mat.HasProperty("_BumpMap") && normal != null)
|
||||
{
|
||||
mat.SetTexture("_BumpMap", normal);
|
||||
mat.EnableKeyword("_NORMALMAP");
|
||||
}
|
||||
if (mat.HasProperty("_OcclusionMap") && ao != null)
|
||||
mat.SetTexture("_OcclusionMap", ao);
|
||||
if (mat.HasProperty("_MetallicGlossMap") && metallic != null)
|
||||
{
|
||||
mat.SetTexture("_MetallicGlossMap", metallic);
|
||||
mat.EnableKeyword("_METALLICSPECGLOSSMAP");
|
||||
}
|
||||
if (mat.HasProperty("_Smoothness") && roughness != null)
|
||||
mat.SetFloat("_Smoothness", 0.45f);
|
||||
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", Color.white);
|
||||
}
|
||||
EditorUtility.SetDirty(mat);
|
||||
|
||||
var modelRoot = AssetDatabase.LoadAssetAtPath<GameObject>(FbxPath);
|
||||
if (modelRoot == null) return "fbx not loaded";
|
||||
|
||||
var instance = (GameObject)PrefabUtility.InstantiatePrefab(modelRoot);
|
||||
instance.name = ActorName;
|
||||
foreach (var renderer in instance.GetComponentsInChildren<Renderer>())
|
||||
renderer.sharedMaterial = mat;
|
||||
|
||||
// 落地参考盘
|
||||
var ground = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
||||
ground.name = "ShadowDisc";
|
||||
ground.transform.SetParent(instance.transform, false);
|
||||
ground.transform.localPosition = new Vector3(0f, 0.02f, 0f);
|
||||
ground.transform.localScale = new Vector3(0.7f, 0.015f, 0.7f);
|
||||
Object.DestroyImmediate(ground.GetComponent<Collider>());
|
||||
var gMat = new Material(urpLit != null ? urpLit : shader);
|
||||
if (gMat.HasProperty("_BaseColor")) gMat.SetColor("_BaseColor", new Color(0.12f, 0.12f, 0.14f, 1f));
|
||||
if (gMat.HasProperty("_Color")) gMat.color = new Color(0.12f, 0.12f, 0.14f, 1f);
|
||||
ground.GetComponent<MeshRenderer>().sharedMaterial = gMat;
|
||||
ground.GetComponent<MeshRenderer>().shadowCastingMode = ShadowCastingMode.Off;
|
||||
|
||||
// 粗略归一化身高约 1.8m
|
||||
var bounds = new Bounds(instance.transform.position, Vector3.zero);
|
||||
var renderers = instance.GetComponentsInChildren<Renderer>();
|
||||
foreach (var r in renderers)
|
||||
{
|
||||
if (r.name == "ShadowDisc") continue;
|
||||
bounds.Encapsulate(r.bounds);
|
||||
}
|
||||
if (bounds.size.y > 0.01f)
|
||||
{
|
||||
var scale = 1.8f / bounds.size.y;
|
||||
instance.transform.localScale = Vector3.one * scale;
|
||||
}
|
||||
|
||||
PrefabUtility.SaveAsPrefabAsset(instance, PrefabPath);
|
||||
Object.DestroyImmediate(instance);
|
||||
return PrefabPath;
|
||||
}
|
||||
|
||||
static string EnsureBillboardPrefab()
|
||||
{
|
||||
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(ConceptPath);
|
||||
if (tex == null) return "concept not loaded";
|
||||
|
||||
var shader = Shader.Find("Universal Render Pipeline/Unlit");
|
||||
if (shader == null) shader = Shader.Find("Unlit/Transparent");
|
||||
if (shader == null) shader = Shader.Find("Sprites/Default");
|
||||
|
||||
var mat = AssetDatabase.LoadAssetAtPath<Material>(MatPath);
|
||||
if (mat == null)
|
||||
{
|
||||
mat = new Material(shader);
|
||||
AssetDatabase.CreateAsset(mat, MatPath);
|
||||
}
|
||||
else mat.shader = shader;
|
||||
|
||||
if (mat.HasProperty("_BaseMap")) mat.SetTexture("_BaseMap", tex);
|
||||
if (mat.HasProperty("_MainTex")) mat.SetTexture("_MainTex", tex);
|
||||
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", Color.white);
|
||||
if (mat.HasProperty("_Surface")) mat.SetFloat("_Surface", 1f);
|
||||
mat.EnableKeyword("_SURFACE_TYPE_TRANSPARENT");
|
||||
mat.renderQueue = (int)RenderQueue.Transparent;
|
||||
EditorUtility.SetDirty(mat);
|
||||
|
||||
var root = new GameObject(ActorName);
|
||||
root.transform.localScale = new Vector3(1.2f, 2.0f, 1f);
|
||||
var quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
quad.name = "Billboard";
|
||||
quad.transform.SetParent(root.transform, false);
|
||||
quad.transform.localPosition = new Vector3(0f, 1.0f, 0f);
|
||||
Object.DestroyImmediate(quad.GetComponent<MeshCollider>());
|
||||
quad.GetComponent<MeshRenderer>().sharedMaterial = mat;
|
||||
PrefabUtility.SaveAsPrefabAsset(root, PrefabPath);
|
||||
Object.DestroyImmediate(root);
|
||||
return PrefabPath + " (billboard fallback)";
|
||||
}
|
||||
|
||||
static void CleanupLegacyLayout()
|
||||
{
|
||||
// 旧 M3 扁平目录,迁移后删除空壳
|
||||
var legacy = new[]
|
||||
{
|
||||
"Assets/Bundles/Characters/Prefabs/MaleExplorer.prefab",
|
||||
"Assets/Bundles/Characters/Textures/male_explorer.png",
|
||||
"Assets/Bundles/Characters/Textures/MaleExplorer_Billboard.mat",
|
||||
};
|
||||
foreach (var path in legacy)
|
||||
{
|
||||
if (File.Exists(path) || AssetDatabase.LoadMainAssetAtPath(path) != null)
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
}
|
||||
}
|
||||
|
||||
public static string EnsureArtCollector()
|
||||
{
|
||||
var setting = BundleCollectorSettingData.Setting;
|
||||
setting.ShowPackageView = true;
|
||||
|
||||
var package = setting.Packages.Find(p => p.PackageName == ArtPackage);
|
||||
if (package == null)
|
||||
package = BundleCollectorSettingData.CreatePackage(ArtPackage);
|
||||
|
||||
package.PackageDesc = "角色/场景美术";
|
||||
package.EnableAddressable = true;
|
||||
package.SupportExtensionless = true;
|
||||
package.AutoCollectShaders = true;
|
||||
package.IgnoreRuleName = nameof(NormalIgnoreRule);
|
||||
BundleCollectorSettingData.ModifyPackage(package);
|
||||
|
||||
var group = package.Groups.Find(g => g.GroupName == "Characters");
|
||||
if (group == null)
|
||||
group = BundleCollectorSettingData.CreateGroup(package, "Characters");
|
||||
group.ActiveRuleName = nameof(EnableGroup);
|
||||
group.AssetTags = "art";
|
||||
BundleCollectorSettingData.ModifyGroup(package, group);
|
||||
|
||||
const string collectPath = "Assets/Bundles/Characters";
|
||||
var collector = group.Collectors.Find(c => c.CollectPath == collectPath);
|
||||
if (collector == null)
|
||||
{
|
||||
collector = new BundleCollector
|
||||
{
|
||||
CollectPath = collectPath,
|
||||
CollectorGUID = AssetDatabase.AssetPathToGUID(collectPath),
|
||||
CollectorType = ECollectorType.MainAssetCollector,
|
||||
AddressRuleName = nameof(AddressByFileName),
|
||||
PackRuleName = nameof(PackDirectory),
|
||||
FilterRuleName = nameof(CollectAll),
|
||||
AssetTags = "art",
|
||||
};
|
||||
BundleCollectorSettingData.CreateCollector(group, collector);
|
||||
}
|
||||
else
|
||||
{
|
||||
collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collectPath);
|
||||
collector.AddressRuleName = nameof(AddressByFileName);
|
||||
collector.PackRuleName = nameof(PackDirectory);
|
||||
collector.FilterRuleName = nameof(CollectAll);
|
||||
BundleCollectorSettingData.ModifyCollector(group, collector);
|
||||
}
|
||||
|
||||
package.CheckConfigError();
|
||||
BundleCollectorSettingData.SaveFile();
|
||||
return $"package={ArtPackage} collect={collectPath} pack=PackDirectory";
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15d1983461c3f204ca40fed18bc55a6f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,122 @@
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
using YooAsset.Editor;
|
||||
|
||||
namespace AOT.Editor.YooAssetTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 构建 Art 包(角色等)并暂存 CDN / StreamingAssets。
|
||||
/// </summary>
|
||||
public static class BuildAndStageArt
|
||||
{
|
||||
public const string PackageName = "Art";
|
||||
public const string AppVersion = "1.0.0";
|
||||
public const string Channel = "wechat";
|
||||
|
||||
static string RepoRoot => Path.GetFullPath(Path.Combine(Application.dataPath, "..", ".."));
|
||||
static string CdnRoot => Path.Combine(RepoRoot, "Tools", "cdn_root");
|
||||
static string ProjectBundlesRoot => BundleBuilderHelper.GetDefaultBuildOutputRoot();
|
||||
|
||||
[MenuItem("AIGame/YooAsset/Build And Stage Art")]
|
||||
public static string BuildAndStage()
|
||||
{
|
||||
SetupM3Character.SetupAll();
|
||||
|
||||
var target = EditorUserBuildSettings.activeBuildTarget;
|
||||
string packageVersion = DateTime.Now.ToString("yyyyMMdd.HHmmss");
|
||||
var buildResult = BuildArtPackage(target, packageVersion);
|
||||
if (!buildResult.Success)
|
||||
return $"fail: {buildResult.ErrorInfo}";
|
||||
|
||||
string packageDir = buildResult.OutputPackageDirectory;
|
||||
string stageDir = Path.Combine(CdnRoot, Channel, AppVersion, PackageName);
|
||||
StageDirectory(packageDir, stageDir);
|
||||
|
||||
// 合并 version.json packages 列表
|
||||
MergeVersionPackages(packageVersion);
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
return $"ok ver={packageVersion} dir={packageDir} stage={stageDir}";
|
||||
}
|
||||
|
||||
static BuildResult BuildArtPackage(BuildTarget target, string packageVersion)
|
||||
{
|
||||
var uniqueBundleName = BundleCollectorSettingData.Setting.UniqueBundleName;
|
||||
var packRuleResult = DefaultBundlePackRule.CreateShadersPackRuleResult();
|
||||
var builtinShaderBundleName = packRuleResult.GetBundleName(PackageName, uniqueBundleName);
|
||||
|
||||
var buildParameters = new ScriptableBuildParameters
|
||||
{
|
||||
BuildOutputRoot = ProjectBundlesRoot,
|
||||
BundledFileRoot = BundleBuilderHelper.GetStreamingAssetsRoot(),
|
||||
BuildPipeline = EBuildPipeline.ScriptableBuildPipeline.ToString(),
|
||||
BuildBundleType = (int)EBundleType.AssetBundle,
|
||||
BuildTarget = target,
|
||||
PackageName = PackageName,
|
||||
PackageVersion = packageVersion,
|
||||
EnableSharePackRule = true,
|
||||
VerifyBuildingResult = true,
|
||||
FileNameStyle = EFileNameStyle.HashName,
|
||||
BundledCopyOption = EBundledCopyOption.ClearAndCopyAll,
|
||||
BundledCopyParams = string.Empty,
|
||||
CompressOption = ECompressOption.LZ4,
|
||||
ClearBuildCacheFiles = false,
|
||||
UseAssetDependencyDB = true,
|
||||
BuiltinShadersBundleName = builtinShaderBundleName,
|
||||
};
|
||||
|
||||
var pipeline = new ScriptableBuildPipeline();
|
||||
return pipeline.Run(buildParameters, true);
|
||||
}
|
||||
|
||||
static void StageDirectory(string src, string dst)
|
||||
{
|
||||
if (Directory.Exists(dst))
|
||||
Directory.Delete(dst, true);
|
||||
Directory.CreateDirectory(dst);
|
||||
foreach (var file in Directory.GetFiles(src, "*", SearchOption.AllDirectories))
|
||||
{
|
||||
var rel = file.Substring(src.Length).TrimStart(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
|
||||
var destFile = Path.Combine(dst, rel);
|
||||
Directory.CreateDirectory(Path.GetDirectoryName(destFile) ?? dst);
|
||||
File.Copy(file, destFile, true);
|
||||
}
|
||||
}
|
||||
|
||||
static void MergeVersionPackages(string resVersion)
|
||||
{
|
||||
var path = Path.Combine(CdnRoot, Channel, "version.json");
|
||||
Directory.CreateDirectory(Path.GetDirectoryName(path) ?? CdnRoot);
|
||||
var localCdn = $"http://127.0.0.1:8787/{Channel}/{AppVersion}/{BuildAndStageHotUpdate.PackageName}";
|
||||
var json =
|
||||
"{\n" +
|
||||
$" \"appVersionMin\": \"{AppVersion}\",\n" +
|
||||
$" \"appVersionMax\": \"{AppVersion}\",\n" +
|
||||
$" \"resVersion\": \"{resVersion}\",\n" +
|
||||
$" \"cdnRoot\": \"{localCdn}\",\n" +
|
||||
" \"packages\": [ \"DefaultPackage\", \"Art\" ],\n" +
|
||||
" \"forceUpdate\": false,\n" +
|
||||
" \"notice\": \"\"\n" +
|
||||
"}\n";
|
||||
File.WriteAllText(path, json);
|
||||
File.WriteAllText(Path.Combine(Application.streamingAssetsPath, "cdn", "version.json"), json);
|
||||
|
||||
var prod =
|
||||
"{\n" +
|
||||
$" \"appVersionMin\": \"{AppVersion}\",\n" +
|
||||
$" \"appVersionMax\": \"{AppVersion}\",\n" +
|
||||
$" \"resVersion\": \"{resVersion}\",\n" +
|
||||
$" \"cdnRoot\": \"https://www.xworld.ren/{Channel}/{AppVersion}/{BuildAndStageHotUpdate.PackageName}\",\n" +
|
||||
" \"packages\": [ \"DefaultPackage\", \"Art\" ],\n" +
|
||||
" \"forceUpdate\": false,\n" +
|
||||
" \"notice\": \"\"\n" +
|
||||
"}\n";
|
||||
File.WriteAllText(Path.Combine(CdnRoot, Channel, "version.prod.json"), prod);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db0c7c0cdfa612f47bea89cc1bd02a6e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -3,13 +3,12 @@ using AOT.Boot;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using YooAsset;
|
||||
|
||||
namespace AOT.Editor.YooAssetTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 切换 BootDriver 的 M1 验证模式(Offline / Host / Direct)。
|
||||
/// 切换 BootDriver 的运行模式 / 服务器地址。
|
||||
/// </summary>
|
||||
public static class ConfigureBootPlayMode
|
||||
{
|
||||
@@ -30,6 +29,33 @@ namespace AOT.Editor.YooAssetTools
|
||||
versionUrl: "http://127.0.0.1:8787/wechat/version.json",
|
||||
defaultCdn: "http://127.0.0.1:8787/wechat/1.0.0/DefaultPackage");
|
||||
|
||||
[MenuItem("AIGame/Boot/Server/Production game.xworld.ren")]
|
||||
public static string SetServerProd() => ApplyServer(
|
||||
"https://game.xworld.ren",
|
||||
"wss://game.xworld.ren/ws?pid={pid}&token={token}");
|
||||
|
||||
[MenuItem("AIGame/Boot/Server/Local AIServer :8080")]
|
||||
public static string SetServerLocal() => ApplyServer(
|
||||
"http://127.0.0.1:8080",
|
||||
"ws://127.0.0.1:8080/ws?pid={pid}&token={token}");
|
||||
|
||||
static string ApplyServer(string httpBase, string wsTemplate)
|
||||
{
|
||||
var scene = EditorSceneManager.OpenScene(BootScene, OpenSceneMode.Single);
|
||||
var boot = Object.FindObjectOfType<BootDriver>();
|
||||
if (boot == null)
|
||||
return "fail: BootDriver not found in Boot scene";
|
||||
|
||||
var so = new SerializedObject(boot);
|
||||
var settings = so.FindProperty("settings");
|
||||
settings.FindPropertyRelative("HttpBase").stringValue = httpBase;
|
||||
settings.FindPropertyRelative("WsUrlTemplate").stringValue = wsTemplate;
|
||||
so.ApplyModifiedPropertiesWithoutUndo();
|
||||
EditorSceneManager.MarkSceneDirty(scene);
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
return $"ok http={httpBase} ws={wsTemplate}";
|
||||
}
|
||||
|
||||
static string Apply(EPlayMode playMode, bool editorDirect, string versionUrl = null, string defaultCdn = null)
|
||||
{
|
||||
var scene = EditorSceneManager.OpenScene(BootScene, OpenSceneMode.Single);
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
using System.Collections;
|
||||
using AOT.Boot;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace HotUpdate
|
||||
{
|
||||
/// <summary>
|
||||
/// M3:加载示例角色 MaleExplorer 进场景。
|
||||
/// </summary>
|
||||
public sealed class CharacterSpawner : MonoBehaviour
|
||||
{
|
||||
public const string PrefabAddress = "MaleExplorer";
|
||||
public const string EditorPrefabPath = "Assets/Bundles/Characters/MaleExplorer/MaleExplorer.prefab";
|
||||
public const string ArtPackageName = "Art";
|
||||
|
||||
BootContext _ctx;
|
||||
GameObject _instance;
|
||||
|
||||
public void Bind(BootContext ctx) => _ctx = ctx;
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
StartCoroutine(SpawnCo());
|
||||
}
|
||||
|
||||
IEnumerator SpawnCo()
|
||||
{
|
||||
GameObject prefab = null;
|
||||
|
||||
// 1) YooAsset Art 包(Offline/Host 已初始化时)
|
||||
if (YooAssets.IsInitialized && YooAssets.TryGetPackage(ArtPackageName, out var art) &&
|
||||
art.InitializeStatus == EOperationStatus.Succeeded)
|
||||
{
|
||||
var handle = art.LoadAssetAsync<GameObject>(PrefabAddress);
|
||||
yield return handle;
|
||||
if (handle.Status == EOperationStatus.Succeeded)
|
||||
{
|
||||
prefab = handle.GetAssetObject<GameObject>();
|
||||
Debug.Log($"[CharacterSpawner] loaded from YooAsset Art address={PrefabAddress}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[CharacterSpawner] Art load failed: {handle.Error}");
|
||||
handle.Release();
|
||||
}
|
||||
}
|
||||
|
||||
// 2) 编辑器直通:AssetDatabase
|
||||
#if UNITY_EDITOR
|
||||
if (prefab == null)
|
||||
{
|
||||
prefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(EditorPrefabPath);
|
||||
if (prefab != null)
|
||||
Debug.Log($"[CharacterSpawner] loaded via AssetDatabase {EditorPrefabPath}");
|
||||
}
|
||||
#endif
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError("[CharacterSpawner] MaleExplorer prefab not found");
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (_instance != null)
|
||||
Destroy(_instance);
|
||||
|
||||
_instance = Instantiate(prefab);
|
||||
_instance.name = "MaleExplorer_Runtime";
|
||||
_instance.transform.position = new Vector3(0f, 0f, 2.5f);
|
||||
DontDestroyOnLoad(_instance);
|
||||
|
||||
// 简易朝向相机
|
||||
var billboard = _instance.GetComponentInChildren<MeshRenderer>();
|
||||
if (billboard != null && Camera.main != null)
|
||||
{
|
||||
var t = billboard.transform;
|
||||
var cam = Camera.main.transform;
|
||||
var dir = cam.position - t.position;
|
||||
dir.y = 0f;
|
||||
if (dir.sqrMagnitude > 0.001f)
|
||||
t.rotation = Quaternion.LookRotation(-dir.normalized);
|
||||
}
|
||||
|
||||
// 调整主相机看向角色(竖屏)
|
||||
if (Camera.main != null)
|
||||
{
|
||||
var cam = Camera.main;
|
||||
cam.transform.position = new Vector3(0f, 1.4f, -1.2f);
|
||||
cam.transform.rotation = Quaternion.Euler(8f, 0f, 0f);
|
||||
cam.fieldOfView = 50f;
|
||||
cam.backgroundColor = new Color(0.45f, 0.62f, 0.78f);
|
||||
}
|
||||
|
||||
Debug.Log($"[CharacterSpawner] spawned ok res={_ctx?.ResVersion}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9cd65ba42ca5feb4b9912b12d3edb8c0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -36,6 +36,11 @@ namespace HotUpdate
|
||||
Debug.Log($"[HotUpdate] Bootstrap ready. CDN={_ctx?.CdnRoot}");
|
||||
EnsureHud();
|
||||
|
||||
// M3:示例角色(与网络并行,不依赖 WS)
|
||||
var spawner = gameObject.AddComponent<CharacterSpawner>();
|
||||
spawner.Bind(_ctx);
|
||||
spawner.Spawn();
|
||||
|
||||
_net = gameObject.AddComponent<GameNet>();
|
||||
_net.Bind(_ctx);
|
||||
_net.OnStatus += s =>
|
||||
@@ -45,7 +50,7 @@ namespace HotUpdate
|
||||
_net.OnWsReady += () =>
|
||||
{
|
||||
if (_hud != null)
|
||||
_hud.text = $"WS OK pid={_net.Session?.Pid}";
|
||||
_hud.text = $"WS OK pid={_net.Session?.Pid} | MaleExplorer";
|
||||
Debug.Log($"[HotUpdate] M2 WS ready pid={_net.Session?.Pid}");
|
||||
};
|
||||
_net.StartGuestSession();
|
||||
|
||||
@@ -28,7 +28,12 @@ namespace HotUpdate.Net
|
||||
public void Bind(BootContext boot)
|
||||
{
|
||||
_boot = boot;
|
||||
if (_boot != null && !string.IsNullOrEmpty(_boot.WsUrlTemplate))
|
||||
if (_boot == null) return;
|
||||
|
||||
if (!string.IsNullOrEmpty(_boot.HttpBase))
|
||||
HttpBase = _boot.HttpBase;
|
||||
|
||||
if (!string.IsNullOrEmpty(_boot.WsUrlTemplate))
|
||||
{
|
||||
// 旧模板只有 pid 时补上 token
|
||||
var tpl = _boot.WsUrlTemplate;
|
||||
|
||||
@@ -275,7 +275,8 @@ MonoBehaviour:
|
||||
DefaultCdnRoot: https://www.xworld.ren/wechat/1.0.0/DefaultPackage
|
||||
PackageName: DefaultPackage
|
||||
HotUpdateDllLocation: HotUpdate.Runtime
|
||||
WsUrlTemplate: wss://game.xworld.ren/ws?pid={pid}
|
||||
HttpBase: http://127.0.0.1:8080
|
||||
WsUrlTemplate: ws://127.0.0.1:8080/ws?pid={pid}&token={token}
|
||||
PlayMode: 1
|
||||
EditorDirectHotUpdate: 1
|
||||
AllowStreamingVersionFallback: 1
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c052dd71adfbe4c43883cfe3890c27ff
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +1,9 @@
|
||||
{
|
||||
"appVersionMin": "1.0.0",
|
||||
"appVersionMax": "1.0.0",
|
||||
"resVersion": "20260921.151412",
|
||||
"resVersion": "20260921.162205",
|
||||
"cdnRoot": "http://127.0.0.1:8787/wechat/1.0.0/DefaultPackage",
|
||||
"packages": [ "DefaultPackage" ],
|
||||
"packages": [ "DefaultPackage", "Art" ],
|
||||
"forceUpdate": false,
|
||||
"notice": ""
|
||||
}
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"PackageName": "Art",
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"BundleGuid": "5df3e28299f252104333a42f18c79ede",
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"FileName": "5df3e28299f252104333a42f18c79ede.bundle"
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"BundleGuid": "ec4f2a79e05292f37c2a9ca0f699a992",
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"FileName": "ec4f2a79e05292f37c2a9ca0f699a992.bundle"
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assetBundleVariant:
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@@ -0,0 +1,42 @@
|
||||
cmake_minimum_required(VERSION 3.20)
|
||||
project(AIServer LANGUAGES C CXX)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
add_executable(aiserver
|
||||
src/main.cpp
|
||||
src/db.cpp
|
||||
src/auth.cpp
|
||||
src/http_ws_server.cpp
|
||||
src/crypto.cpp
|
||||
third_party/sqlite3.c
|
||||
)
|
||||
|
||||
target_include_directories(aiserver PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/third_party
|
||||
)
|
||||
|
||||
# SQLite: 关闭部分扩展,加快编译
|
||||
target_compile_definitions(aiserver PRIVATE
|
||||
SQLITE_OMIT_LOAD_EXTENSION
|
||||
SQLITE_THREADSAFE=1
|
||||
_CRT_SECURE_NO_WARNINGS
|
||||
)
|
||||
|
||||
if(WIN32)
|
||||
target_link_libraries(aiserver PRIVATE ws2_32 bcrypt)
|
||||
# sqlite3.c 是 C,MSVC 下关闭部分告警
|
||||
if(MSVC)
|
||||
target_compile_options(aiserver PRIVATE /W3 /utf-8)
|
||||
set_source_files_properties(third_party/sqlite3.c PROPERTIES COMPILE_FLAGS "/W0")
|
||||
endif()
|
||||
else()
|
||||
target_link_libraries(aiserver PRIVATE pthread dl)
|
||||
endif()
|
||||
|
||||
# 运行时默认数据目录:可执行文件旁的 data/
|
||||
add_custom_command(TARGET aiserver POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:aiserver>/data
|
||||
)
|
||||
@@ -0,0 +1,43 @@
|
||||
# AIServer
|
||||
|
||||
C++ 登录 / WebSocket 网关(SQLite),协议兼容客户端 `HotUpdate.Net`。
|
||||
|
||||
## 接口
|
||||
|
||||
| 方法 | 路径 | 说明 |
|
||||
| --- | --- | --- |
|
||||
| POST | `/register` | `{"username","password"}` → `{"token","pid"}` |
|
||||
| POST | `/login` | 同上 |
|
||||
| GET | `/health` | 健康检查 |
|
||||
| WS | `/ws?pid={pid}&token={token}` | 无 token → 401;支持 `hello`/`ping` 应用层应答 |
|
||||
|
||||
本地默认:`http://127.0.0.1:8080`、`ws://127.0.0.1:8080/ws?...`
|
||||
生产由 Caddy TLS 反代到本进程(与 `game.xworld.ren` 部署方式一致)。
|
||||
|
||||
## 构建(Windows / VS2022)
|
||||
|
||||
```powershell
|
||||
cd D:\UD\AI\AIGame\AIServer
|
||||
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
|
||||
cmake --build build --config Release
|
||||
```
|
||||
|
||||
产物:`build\Release\aiserver.exe`
|
||||
|
||||
## 运行
|
||||
|
||||
```powershell
|
||||
cd D:\UD\AI\AIGame\AIServer\build\Release
|
||||
.\aiserver.exe --host 0.0.0.0 --port 8080 --db ..\..\data\aiserver.db
|
||||
```
|
||||
|
||||
## 客户端联调
|
||||
|
||||
Unity 菜单或 Boot 配置:
|
||||
|
||||
- HttpBase: `http://127.0.0.1:8080`
|
||||
- WsUrlTemplate: `ws://127.0.0.1:8080/ws?pid={pid}&token={token}`
|
||||
|
||||
## 数据
|
||||
|
||||
SQLite 文件默认 `AIServer/data/aiserver.db`(用户表 + token 表)。
|
||||
@@ -0,0 +1,98 @@
|
||||
#include "auth.hpp"
|
||||
|
||||
#include "crypto.hpp"
|
||||
#include "json.hpp"
|
||||
|
||||
#include <cctype>
|
||||
#include <ctime>
|
||||
|
||||
namespace auth {
|
||||
namespace {
|
||||
|
||||
using nlohmann::json;
|
||||
|
||||
bool valid_username(const std::string& u) {
|
||||
if (u.size() < 2 || u.size() > 64) return false;
|
||||
for (unsigned char c : u) {
|
||||
if (!(std::isalnum(c) || c == '_' || c == '-' || c == '.')) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool valid_password(const std::string& p) {
|
||||
return p.size() >= 3 && p.size() <= 128;
|
||||
}
|
||||
|
||||
std::string make_token(int64_t pid) {
|
||||
const auto ts = static_cast<int64_t>(std::time(nullptr));
|
||||
// 兼容线上探测格式:v1.<pid>.<unix>.<random>
|
||||
return "v1." + std::to_string(pid) + "." + std::to_string(ts) + "." + crypto::random_token_part(24);
|
||||
}
|
||||
|
||||
Result ok_token(int64_t pid, const std::string& token) {
|
||||
Result r;
|
||||
r.ok = true;
|
||||
r.http_status = 200;
|
||||
r.body = json{{"token", token}, {"pid", pid}}.dump();
|
||||
return r;
|
||||
}
|
||||
|
||||
Result err(int status, const std::string& code) {
|
||||
Result r;
|
||||
r.ok = false;
|
||||
r.http_status = status;
|
||||
r.body = json{{"error", code}}.dump();
|
||||
return r;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Result register_user(db::Database& database, const std::string& username, const std::string& password) {
|
||||
if (!valid_username(username) || !valid_password(password)) return err(400, "invalid_input");
|
||||
|
||||
if (database.find_user_by_name(username)) return err(409, "user_exists");
|
||||
|
||||
const auto salt = crypto::random_salt_hex(16);
|
||||
const auto hash = crypto::sha256_hex(salt, password);
|
||||
if (hash.empty()) return err(500, "hash_failed");
|
||||
|
||||
auto pid = database.create_user(username, hash, salt);
|
||||
if (!pid) {
|
||||
// unique race
|
||||
if (database.find_user_by_name(username)) return err(409, "user_exists");
|
||||
return err(500, "db_error");
|
||||
}
|
||||
|
||||
const auto token = make_token(*pid);
|
||||
const auto now = static_cast<int64_t>(std::time(nullptr));
|
||||
const auto exp = now + 86400 * 30; // 30 days
|
||||
if (!database.store_token(token, *pid, now, exp)) return err(500, "token_store_failed");
|
||||
return ok_token(*pid, token);
|
||||
}
|
||||
|
||||
Result login_user(db::Database& database, const std::string& username, const std::string& password) {
|
||||
if (!valid_username(username) || !valid_password(password)) return err(400, "invalid_input");
|
||||
|
||||
auto user = database.find_user_by_name(username);
|
||||
if (!user) return err(401, "invalid_credentials");
|
||||
|
||||
const auto hash = crypto::sha256_hex(user->salt, password);
|
||||
if (hash.empty() || hash != user->password_hash) return err(401, "invalid_credentials");
|
||||
|
||||
const auto token = make_token(user->pid);
|
||||
const auto now = static_cast<int64_t>(std::time(nullptr));
|
||||
const auto exp = now + 86400 * 30;
|
||||
database.purge_expired_tokens(now);
|
||||
if (!database.store_token(token, user->pid, now, exp)) return err(500, "token_store_failed");
|
||||
return ok_token(user->pid, token);
|
||||
}
|
||||
|
||||
bool validate_ws(db::Database& database, int64_t pid, const std::string& token) {
|
||||
if (token.empty()) return false;
|
||||
auto tok_pid = database.pid_for_token(token);
|
||||
if (!tok_pid) return false;
|
||||
if (pid > 0 && *tok_pid != pid) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace auth
|
||||
@@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include "db.hpp"
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace auth {
|
||||
|
||||
struct Result {
|
||||
bool ok = false;
|
||||
int http_status = 500;
|
||||
std::string body; // JSON
|
||||
};
|
||||
|
||||
Result register_user(db::Database& database, const std::string& username, const std::string& password);
|
||||
Result login_user(db::Database& database, const std::string& username, const std::string& password);
|
||||
|
||||
// Validate token matches pid (pid may be 0 to skip pid check).
|
||||
bool validate_ws(db::Database& database, int64_t pid, const std::string& token);
|
||||
|
||||
} // namespace auth
|
||||
@@ -0,0 +1,142 @@
|
||||
#include "crypto.hpp"
|
||||
|
||||
#include <array>
|
||||
#include <cstdio>
|
||||
#include <random>
|
||||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifndef NOMINMAX
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
#include <Windows.h>
|
||||
#include <bcrypt.h>
|
||||
#pragma comment(lib, "bcrypt.lib")
|
||||
#else
|
||||
#include <openssl/sha.h> // fallback not used on Windows path
|
||||
#endif
|
||||
|
||||
namespace crypto {
|
||||
namespace {
|
||||
|
||||
constexpr char kWsMagic[] = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
|
||||
|
||||
std::string to_hex(const uint8_t* data, size_t n) {
|
||||
std::ostringstream oss;
|
||||
oss << std::hex << std::setfill('0');
|
||||
for (size_t i = 0; i < n; ++i) oss << std::setw(2) << static_cast<int>(data[i]);
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
std::string b64_encode(const uint8_t* data, size_t len) {
|
||||
static const char* tbl =
|
||||
"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
|
||||
std::string out;
|
||||
out.reserve(((len + 2) / 3) * 4);
|
||||
size_t i = 0;
|
||||
while (i + 2 < len) {
|
||||
uint32_t n = (data[i] << 16) | (data[i + 1] << 8) | data[i + 2];
|
||||
out.push_back(tbl[(n >> 18) & 63]);
|
||||
out.push_back(tbl[(n >> 12) & 63]);
|
||||
out.push_back(tbl[(n >> 6) & 63]);
|
||||
out.push_back(tbl[n & 63]);
|
||||
i += 3;
|
||||
}
|
||||
if (i < len) {
|
||||
uint32_t n = data[i] << 16;
|
||||
out.push_back(tbl[(n >> 18) & 63]);
|
||||
if (i + 1 < len) {
|
||||
n |= data[i + 1] << 8;
|
||||
out.push_back(tbl[(n >> 12) & 63]);
|
||||
out.push_back(tbl[(n >> 6) & 63]);
|
||||
out.push_back('=');
|
||||
} else {
|
||||
out.push_back(tbl[(n >> 12) & 63]);
|
||||
out.push_back('=');
|
||||
out.push_back('=');
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
bool bcrypt_hash(const wchar_t* alg, const uint8_t* in, size_t in_len, std::vector<uint8_t>& out) {
|
||||
BCRYPT_ALG_HANDLE hAlg = nullptr;
|
||||
BCRYPT_HASH_HANDLE hHash = nullptr;
|
||||
DWORD hashObjLen = 0, hashLen = 0, cb = 0;
|
||||
if (BCryptOpenAlgorithmProvider(&hAlg, alg, nullptr, 0) != 0) return false;
|
||||
BCryptGetProperty(hAlg, BCRYPT_OBJECT_LENGTH, reinterpret_cast<PUCHAR>(&hashObjLen), sizeof(DWORD), &cb, 0);
|
||||
BCryptGetProperty(hAlg, BCRYPT_HASH_LENGTH, reinterpret_cast<PUCHAR>(&hashLen), sizeof(DWORD), &cb, 0);
|
||||
std::vector<uint8_t> hashObj(hashObjLen);
|
||||
out.assign(hashLen, 0);
|
||||
bool ok = BCryptCreateHash(hAlg, &hHash, hashObj.data(), hashObjLen, nullptr, 0, 0) == 0 &&
|
||||
BCryptHashData(hHash, reinterpret_cast<PUCHAR>(const_cast<uint8_t*>(in)), static_cast<ULONG>(in_len), 0) == 0 &&
|
||||
BCryptFinishHash(hHash, out.data(), hashLen, 0) == 0;
|
||||
if (hHash) BCryptDestroyHash(hHash);
|
||||
if (hAlg) BCryptCloseAlgorithmProvider(hAlg, 0);
|
||||
return ok;
|
||||
}
|
||||
#endif
|
||||
|
||||
} // namespace
|
||||
|
||||
std::string sha256_hex(const std::string& data) {
|
||||
#ifdef _WIN32
|
||||
std::vector<uint8_t> dig;
|
||||
if (!bcrypt_hash(BCRYPT_SHA256_ALGORITHM, reinterpret_cast<const uint8_t*>(data.data()), data.size(), dig))
|
||||
return {};
|
||||
return to_hex(dig.data(), dig.size());
|
||||
#else
|
||||
unsigned char dig[SHA256_DIGEST_LENGTH];
|
||||
SHA256(reinterpret_cast<const unsigned char*>(data.data()), data.size(), dig);
|
||||
return to_hex(dig, SHA256_DIGEST_LENGTH);
|
||||
#endif
|
||||
}
|
||||
|
||||
std::string sha256_hex(const std::string& salt, const std::string& password) {
|
||||
return sha256_hex(salt + ":" + password);
|
||||
}
|
||||
|
||||
std::string websocket_accept_key(const std::string& client_key) {
|
||||
std::string src = client_key + kWsMagic;
|
||||
#ifdef _WIN32
|
||||
std::vector<uint8_t> dig;
|
||||
if (!bcrypt_hash(BCRYPT_SHA1_ALGORITHM, reinterpret_cast<const uint8_t*>(src.data()), src.size(), dig))
|
||||
return {};
|
||||
return b64_encode(dig.data(), dig.size());
|
||||
#else
|
||||
unsigned char dig[SHA_DIGEST_LENGTH];
|
||||
SHA1(reinterpret_cast<const unsigned char*>(src.data()), src.size(), dig);
|
||||
return b64_encode(dig, SHA_DIGEST_LENGTH);
|
||||
#endif
|
||||
}
|
||||
|
||||
std::string random_bytes_hex(size_t nbytes) {
|
||||
std::random_device rd;
|
||||
std::mt19937_64 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(0, 255);
|
||||
std::vector<uint8_t> buf(nbytes);
|
||||
for (auto& b : buf) b = static_cast<uint8_t>(dist(gen));
|
||||
// url-safe-ish base64 without padding for token part
|
||||
auto s = b64_encode(buf.data(), buf.size());
|
||||
for (char& c : s) {
|
||||
if (c == '+') c = '-';
|
||||
else if (c == '/') c = '_';
|
||||
}
|
||||
while (!s.empty() && s.back() == '=') s.pop_back();
|
||||
return s;
|
||||
}
|
||||
|
||||
std::string random_token_part(size_t nbytes) { return random_bytes_hex(nbytes); }
|
||||
|
||||
std::string random_salt_hex(size_t nbytes) {
|
||||
std::random_device rd;
|
||||
std::mt19937_64 gen(rd());
|
||||
std::uniform_int_distribution<int> dist(0, 255);
|
||||
std::vector<uint8_t> buf(nbytes);
|
||||
for (auto& b : buf) b = static_cast<uint8_t>(dist(gen));
|
||||
return to_hex(buf.data(), buf.size());
|
||||
}
|
||||
|
||||
} // namespace crypto
|
||||
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace crypto {
|
||||
|
||||
std::string sha256_hex(const std::string& data);
|
||||
std::string sha256_hex(const std::string& salt, const std::string& password);
|
||||
|
||||
// WebSocket accept: Base64(SHA1(key + magic))
|
||||
std::string websocket_accept_key(const std::string& client_key);
|
||||
|
||||
std::string random_token_part(size_t nbytes = 24);
|
||||
std::string random_salt_hex(size_t nbytes = 16);
|
||||
|
||||
} // namespace crypto
|
||||
@@ -0,0 +1,169 @@
|
||||
#include "db.hpp"
|
||||
|
||||
#include "sqlite3.h"
|
||||
|
||||
#include <ctime>
|
||||
|
||||
namespace db {
|
||||
|
||||
Database::Database(const std::string& path) {
|
||||
if (sqlite3_open(path.c_str(), &db_) != SQLITE_OK) {
|
||||
err_ = db_ ? sqlite3_errmsg(db_) : "sqlite3_open failed";
|
||||
if (db_) {
|
||||
sqlite3_close(db_);
|
||||
db_ = nullptr;
|
||||
}
|
||||
return;
|
||||
}
|
||||
exec("PRAGMA journal_mode=WAL;");
|
||||
exec("PRAGMA foreign_keys=ON;");
|
||||
const char* schema = R"SQL(
|
||||
CREATE TABLE IF NOT EXISTS users (
|
||||
pid INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
username TEXT NOT NULL UNIQUE COLLATE NOCASE,
|
||||
password_hash TEXT NOT NULL,
|
||||
salt TEXT NOT NULL,
|
||||
created_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS tokens (
|
||||
token TEXT PRIMARY KEY,
|
||||
pid INTEGER NOT NULL,
|
||||
created_at INTEGER NOT NULL,
|
||||
expires_at INTEGER NOT NULL,
|
||||
FOREIGN KEY(pid) REFERENCES users(pid) ON DELETE CASCADE
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_tokens_pid ON tokens(pid);
|
||||
)SQL";
|
||||
if (!exec(schema)) {
|
||||
sqlite3_close(db_);
|
||||
db_ = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
Database::~Database() {
|
||||
if (db_) sqlite3_close(db_);
|
||||
}
|
||||
|
||||
bool Database::exec(const char* sql) {
|
||||
char* errmsg = nullptr;
|
||||
if (sqlite3_exec(db_, sql, nullptr, nullptr, &errmsg) != SQLITE_OK) {
|
||||
err_ = errmsg ? errmsg : "exec failed";
|
||||
if (errmsg) sqlite3_free(errmsg);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::optional<int64_t> Database::create_user(const std::string& username, const std::string& password_hash,
|
||||
const std::string& salt) {
|
||||
const char* sql =
|
||||
"INSERT INTO users(username, password_hash, salt, created_at) VALUES(?,?,?,?);";
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, sql, -1, &st, nullptr) != SQLITE_OK) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return std::nullopt;
|
||||
}
|
||||
const auto now = static_cast<int64_t>(std::time(nullptr));
|
||||
sqlite3_bind_text(st, 1, username.c_str(), -1, SQLITE_TRANSIENT);
|
||||
sqlite3_bind_text(st, 2, password_hash.c_str(), -1, SQLITE_TRANSIENT);
|
||||
sqlite3_bind_text(st, 3, salt.c_str(), -1, SQLITE_TRANSIENT);
|
||||
sqlite3_bind_int64(st, 4, now);
|
||||
const int rc = sqlite3_step(st);
|
||||
sqlite3_finalize(st);
|
||||
if (rc != SQLITE_DONE) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return std::nullopt;
|
||||
}
|
||||
return static_cast<int64_t>(sqlite3_last_insert_rowid(db_));
|
||||
}
|
||||
|
||||
std::optional<User> Database::find_user_by_name(const std::string& username) {
|
||||
const char* sql = "SELECT pid, username, password_hash, salt FROM users WHERE username=? COLLATE NOCASE LIMIT 1;";
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, sql, -1, &st, nullptr) != SQLITE_OK) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return std::nullopt;
|
||||
}
|
||||
sqlite3_bind_text(st, 1, username.c_str(), -1, SQLITE_TRANSIENT);
|
||||
std::optional<User> u;
|
||||
if (sqlite3_step(st) == SQLITE_ROW) {
|
||||
User user;
|
||||
user.pid = sqlite3_column_int64(st, 0);
|
||||
user.username = reinterpret_cast<const char*>(sqlite3_column_text(st, 1));
|
||||
user.password_hash = reinterpret_cast<const char*>(sqlite3_column_text(st, 2));
|
||||
user.salt = reinterpret_cast<const char*>(sqlite3_column_text(st, 3));
|
||||
u = std::move(user);
|
||||
}
|
||||
sqlite3_finalize(st);
|
||||
return u;
|
||||
}
|
||||
|
||||
std::optional<User> Database::find_user_by_pid(int64_t pid) {
|
||||
const char* sql = "SELECT pid, username, password_hash, salt FROM users WHERE pid=? LIMIT 1;";
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, sql, -1, &st, nullptr) != SQLITE_OK) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return std::nullopt;
|
||||
}
|
||||
sqlite3_bind_int64(st, 1, pid);
|
||||
std::optional<User> u;
|
||||
if (sqlite3_step(st) == SQLITE_ROW) {
|
||||
User user;
|
||||
user.pid = sqlite3_column_int64(st, 0);
|
||||
user.username = reinterpret_cast<const char*>(sqlite3_column_text(st, 1));
|
||||
user.password_hash = reinterpret_cast<const char*>(sqlite3_column_text(st, 2));
|
||||
user.salt = reinterpret_cast<const char*>(sqlite3_column_text(st, 3));
|
||||
u = std::move(user);
|
||||
}
|
||||
sqlite3_finalize(st);
|
||||
return u;
|
||||
}
|
||||
|
||||
bool Database::store_token(const std::string& token, int64_t pid, int64_t created_at, int64_t expires_at) {
|
||||
const char* sql = "INSERT OR REPLACE INTO tokens(token, pid, created_at, expires_at) VALUES(?,?,?,?);";
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, sql, -1, &st, nullptr) != SQLITE_OK) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return false;
|
||||
}
|
||||
sqlite3_bind_text(st, 1, token.c_str(), -1, SQLITE_TRANSIENT);
|
||||
sqlite3_bind_int64(st, 2, pid);
|
||||
sqlite3_bind_int64(st, 3, created_at);
|
||||
sqlite3_bind_int64(st, 4, expires_at);
|
||||
const int rc = sqlite3_step(st);
|
||||
sqlite3_finalize(st);
|
||||
if (rc != SQLITE_DONE) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::optional<int64_t> Database::pid_for_token(const std::string& token) {
|
||||
const char* sql = "SELECT pid, expires_at FROM tokens WHERE token=? LIMIT 1;";
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, sql, -1, &st, nullptr) != SQLITE_OK) {
|
||||
err_ = sqlite3_errmsg(db_);
|
||||
return std::nullopt;
|
||||
}
|
||||
sqlite3_bind_text(st, 1, token.c_str(), -1, SQLITE_TRANSIENT);
|
||||
std::optional<int64_t> pid;
|
||||
if (sqlite3_step(st) == SQLITE_ROW) {
|
||||
const auto expires = sqlite3_column_int64(st, 1);
|
||||
const auto now = static_cast<int64_t>(std::time(nullptr));
|
||||
if (expires >= now) pid = sqlite3_column_int64(st, 0);
|
||||
}
|
||||
sqlite3_finalize(st);
|
||||
return pid;
|
||||
}
|
||||
|
||||
void Database::purge_expired_tokens(int64_t now) {
|
||||
sqlite3_stmt* st = nullptr;
|
||||
if (sqlite3_prepare_v2(db_, "DELETE FROM tokens WHERE expires_at < ?;", -1, &st, nullptr) != SQLITE_OK)
|
||||
return;
|
||||
sqlite3_bind_int64(st, 1, now);
|
||||
sqlite3_step(st);
|
||||
sqlite3_finalize(st);
|
||||
}
|
||||
|
||||
} // namespace db
|
||||
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
struct sqlite3;
|
||||
|
||||
namespace db {
|
||||
|
||||
struct User {
|
||||
int64_t pid = 0;
|
||||
std::string username;
|
||||
std::string password_hash;
|
||||
std::string salt;
|
||||
};
|
||||
|
||||
class Database {
|
||||
public:
|
||||
explicit Database(const std::string& path);
|
||||
~Database();
|
||||
|
||||
Database(const Database&) = delete;
|
||||
Database& operator=(const Database&) = delete;
|
||||
|
||||
bool open_ok() const { return db_ != nullptr; }
|
||||
const std::string& last_error() const { return err_; }
|
||||
|
||||
// returns pid on success
|
||||
std::optional<int64_t> create_user(const std::string& username, const std::string& password_hash,
|
||||
const std::string& salt);
|
||||
std::optional<User> find_user_by_name(const std::string& username);
|
||||
std::optional<User> find_user_by_pid(int64_t pid);
|
||||
|
||||
bool store_token(const std::string& token, int64_t pid, int64_t created_at, int64_t expires_at);
|
||||
std::optional<int64_t> pid_for_token(const std::string& token);
|
||||
void purge_expired_tokens(int64_t now);
|
||||
|
||||
private:
|
||||
bool exec(const char* sql);
|
||||
sqlite3* db_ = nullptr;
|
||||
std::string err_;
|
||||
};
|
||||
|
||||
} // namespace db
|
||||
@@ -0,0 +1,440 @@
|
||||
#include "http_ws_server.hpp"
|
||||
|
||||
#include "auth.hpp"
|
||||
#include "crypto.hpp"
|
||||
#include "json.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstdio>
|
||||
#include <cstring>
|
||||
#include <map>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifdef _WIN32
|
||||
#ifndef NOMINMAX
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <WinSock2.h>
|
||||
#include <WS2tcpip.h>
|
||||
#pragma comment(lib, "ws2_32.lib")
|
||||
using socket_t = SOCKET;
|
||||
static constexpr socket_t kInvalid = INVALID_SOCKET;
|
||||
#else
|
||||
#include <arpa/inet.h>
|
||||
#include <netinet/in.h>
|
||||
#include <sys/socket.h>
|
||||
#include <unistd.h>
|
||||
using socket_t = int;
|
||||
static constexpr socket_t kInvalid = -1;
|
||||
#endif
|
||||
|
||||
namespace {
|
||||
|
||||
void closesock(socket_t s) {
|
||||
#ifdef _WIN32
|
||||
closesocket(s);
|
||||
#else
|
||||
close(s);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool send_all(socket_t s, const char* data, size_t len) {
|
||||
size_t sent = 0;
|
||||
while (sent < len) {
|
||||
#ifdef _WIN32
|
||||
const int n = ::send(s, data + sent, static_cast<int>(len - sent), 0);
|
||||
#else
|
||||
const ssize_t n = ::send(s, data + sent, len - sent, 0);
|
||||
#endif
|
||||
if (n <= 0) return false;
|
||||
sent += static_cast<size_t>(n);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool recv_some(socket_t s, std::string& buf, size_t max_extra = 64 * 1024) {
|
||||
char tmp[4096];
|
||||
#ifdef _WIN32
|
||||
const int n = ::recv(s, tmp, sizeof(tmp), 0);
|
||||
#else
|
||||
const ssize_t n = ::recv(s, tmp, sizeof(tmp), 0);
|
||||
#endif
|
||||
if (n <= 0) return false;
|
||||
if (buf.size() + static_cast<size_t>(n) > max_extra) return false;
|
||||
buf.append(tmp, static_cast<size_t>(n));
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string to_lower(std::string s) {
|
||||
std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return static_cast<char>(std::tolower(c)); });
|
||||
return s;
|
||||
}
|
||||
|
||||
struct HttpRequest {
|
||||
std::string method;
|
||||
std::string path;
|
||||
std::string query;
|
||||
std::map<std::string, std::string> headers;
|
||||
std::string body;
|
||||
};
|
||||
|
||||
bool parse_request(const std::string& raw, HttpRequest& out) {
|
||||
const auto pos = raw.find("\r\n\r\n");
|
||||
if (pos == std::string::npos) return false;
|
||||
const std::string head = raw.substr(0, pos);
|
||||
out.body = raw.substr(pos + 4);
|
||||
|
||||
std::istringstream iss(head);
|
||||
std::string line;
|
||||
if (!std::getline(iss, line)) return false;
|
||||
if (!line.empty() && line.back() == '\r') line.pop_back();
|
||||
{
|
||||
std::istringstream ls(line);
|
||||
std::string url;
|
||||
ls >> out.method >> url;
|
||||
const auto q = url.find('?');
|
||||
if (q == std::string::npos) {
|
||||
out.path = url;
|
||||
} else {
|
||||
out.path = url.substr(0, q);
|
||||
out.query = url.substr(q + 1);
|
||||
}
|
||||
}
|
||||
while (std::getline(iss, line)) {
|
||||
if (!line.empty() && line.back() == '\r') line.pop_back();
|
||||
const auto c = line.find(':');
|
||||
if (c == std::string::npos) continue;
|
||||
auto key = to_lower(line.substr(0, c));
|
||||
auto val = line.substr(c + 1);
|
||||
while (!val.empty() && (val.front() == ' ' || val.front() == '\t')) val.erase(val.begin());
|
||||
out.headers[key] = val;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::map<std::string, std::string> parse_query(const std::string& q) {
|
||||
std::map<std::string, std::string> m;
|
||||
size_t i = 0;
|
||||
while (i < q.size()) {
|
||||
size_t amp = q.find('&', i);
|
||||
if (amp == std::string::npos) amp = q.size();
|
||||
auto part = q.substr(i, amp - i);
|
||||
const auto eq = part.find('=');
|
||||
if (eq == std::string::npos) m[part] = "";
|
||||
else m[part.substr(0, eq)] = part.substr(eq + 1);
|
||||
i = amp + 1;
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
std::string url_decode(const std::string& s) {
|
||||
std::string o;
|
||||
o.reserve(s.size());
|
||||
for (size_t i = 0; i < s.size(); ++i) {
|
||||
if (s[i] == '%' && i + 2 < s.size()) {
|
||||
const auto hex = s.substr(i + 1, 2);
|
||||
char* end = nullptr;
|
||||
const long v = std::strtol(hex.c_str(), &end, 16);
|
||||
if (end && *end == 0) {
|
||||
o.push_back(static_cast<char>(v));
|
||||
i += 2;
|
||||
continue;
|
||||
}
|
||||
} else if (s[i] == '+') {
|
||||
o.push_back(' ');
|
||||
continue;
|
||||
}
|
||||
o.push_back(s[i]);
|
||||
}
|
||||
return o;
|
||||
}
|
||||
|
||||
std::string http_response(int status, const std::string& status_text, const std::string& body,
|
||||
const std::string& content_type = "application/json; charset=utf-8") {
|
||||
std::ostringstream oss;
|
||||
oss << "HTTP/1.1 " << status << " " << status_text << "\r\n";
|
||||
oss << "Content-Type: " << content_type << "\r\n";
|
||||
oss << "Content-Length: " << body.size() << "\r\n";
|
||||
oss << "Connection: close\r\n";
|
||||
oss << "Access-Control-Allow-Origin: *\r\n";
|
||||
oss << "\r\n";
|
||||
oss << body;
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
bool is_ws_upgrade(const HttpRequest& req) {
|
||||
auto it = req.headers.find("upgrade");
|
||||
if (it == req.headers.end()) return false;
|
||||
return to_lower(it->second).find("websocket") != std::string::npos;
|
||||
}
|
||||
|
||||
bool send_ws_text(socket_t s, const std::string& text) {
|
||||
// server->client: unmasked
|
||||
std::vector<uint8_t> frame;
|
||||
frame.push_back(0x81); // FIN + text
|
||||
const size_t n = text.size();
|
||||
if (n < 126) {
|
||||
frame.push_back(static_cast<uint8_t>(n));
|
||||
} else if (n <= 0xFFFF) {
|
||||
frame.push_back(126);
|
||||
frame.push_back(static_cast<uint8_t>((n >> 8) & 0xFF));
|
||||
frame.push_back(static_cast<uint8_t>(n & 0xFF));
|
||||
} else {
|
||||
frame.push_back(127);
|
||||
for (int i = 7; i >= 0; --i) frame.push_back(static_cast<uint8_t>((n >> (8 * i)) & 0xFF));
|
||||
}
|
||||
frame.insert(frame.end(), text.begin(), text.end());
|
||||
return send_all(s, reinterpret_cast<const char*>(frame.data()), frame.size());
|
||||
}
|
||||
|
||||
void ws_loop(socket_t s) {
|
||||
std::vector<uint8_t> buf;
|
||||
buf.reserve(8192);
|
||||
while (true) {
|
||||
char tmp[4096];
|
||||
#ifdef _WIN32
|
||||
const int n = ::recv(s, tmp, sizeof(tmp), 0);
|
||||
#else
|
||||
const ssize_t n = ::recv(s, tmp, sizeof(tmp), 0);
|
||||
#endif
|
||||
if (n <= 0) break;
|
||||
buf.insert(buf.end(), tmp, tmp + n);
|
||||
|
||||
while (buf.size() >= 2) {
|
||||
const uint8_t b0 = buf[0];
|
||||
const uint8_t b1 = buf[1];
|
||||
const bool fin = (b0 & 0x80) != 0;
|
||||
const uint8_t opcode = b0 & 0x0F;
|
||||
const bool masked = (b1 & 0x80) != 0;
|
||||
uint64_t payload_len = b1 & 0x7F;
|
||||
size_t header = 2;
|
||||
if (payload_len == 126) {
|
||||
if (buf.size() < 4) break;
|
||||
payload_len = (static_cast<uint64_t>(buf[2]) << 8) | buf[3];
|
||||
header = 4;
|
||||
} else if (payload_len == 127) {
|
||||
if (buf.size() < 10) break;
|
||||
payload_len = 0;
|
||||
for (int i = 0; i < 8; ++i) payload_len = (payload_len << 8) | buf[2 + i];
|
||||
header = 10;
|
||||
}
|
||||
const size_t mask_len = masked ? 4 : 0;
|
||||
if (buf.size() < header + mask_len + payload_len) break;
|
||||
|
||||
std::string payload;
|
||||
payload.resize(static_cast<size_t>(payload_len));
|
||||
const size_t data_off = header + mask_len;
|
||||
if (masked) {
|
||||
const uint8_t* mask = buf.data() + header;
|
||||
for (uint64_t i = 0; i < payload_len; ++i)
|
||||
payload[static_cast<size_t>(i)] = static_cast<char>(buf[data_off + static_cast<size_t>(i)] ^ mask[i % 4]);
|
||||
} else {
|
||||
std::memcpy(payload.data(), buf.data() + data_off, static_cast<size_t>(payload_len));
|
||||
}
|
||||
buf.erase(buf.begin(), buf.begin() + static_cast<std::ptrdiff_t>(header + mask_len + payload_len));
|
||||
|
||||
if (opcode == 0x8) { // close
|
||||
return;
|
||||
}
|
||||
if (opcode == 0x9) { // ping -> pong
|
||||
std::vector<uint8_t> pong;
|
||||
pong.push_back(0x8A);
|
||||
pong.push_back(static_cast<uint8_t>(payload.size()));
|
||||
pong.insert(pong.end(), payload.begin(), payload.end());
|
||||
send_all(s, reinterpret_cast<const char*>(pong.data()), pong.size());
|
||||
continue;
|
||||
}
|
||||
if (opcode == 0x1 && fin) {
|
||||
// echo hello ack for app-level handshake
|
||||
try {
|
||||
auto j = nlohmann::json::parse(payload);
|
||||
if (j.contains("op") && j["op"] == "hello") {
|
||||
nlohmann::json ack{{"op", "hello_ack"}, {"ok", true}};
|
||||
send_ws_text(s, ack.dump());
|
||||
} else if (j.contains("op") && j["op"] == "ping") {
|
||||
send_ws_text(s, nlohmann::json{{"op", "pong"}}.dump());
|
||||
}
|
||||
} catch (...) {
|
||||
// ignore non-json
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
HttpWsServer::HttpWsServer(db::Database& db, std::string host, uint16_t port)
|
||||
: db_(db), host_(std::move(host)), port_(port) {}
|
||||
|
||||
HttpWsServer::~HttpWsServer() { stop(); }
|
||||
|
||||
bool HttpWsServer::start() {
|
||||
#ifdef _WIN32
|
||||
WSADATA wsa;
|
||||
if (WSAStartup(MAKEWORD(2, 2), &wsa) != 0) return false;
|
||||
#endif
|
||||
|
||||
listen_sock_ = static_cast<uintptr_t>(::socket(AF_INET, SOCK_STREAM, IPPROTO_TCP));
|
||||
auto s = static_cast<socket_t>(listen_sock_);
|
||||
if (s == kInvalid) return false;
|
||||
|
||||
int yes = 1;
|
||||
setsockopt(s, SOL_SOCKET, SO_REUSEADDR, reinterpret_cast<const char*>(&yes), sizeof(yes));
|
||||
|
||||
sockaddr_in addr{};
|
||||
addr.sin_family = AF_INET;
|
||||
addr.sin_port = htons(port_);
|
||||
if (host_ == "0.0.0.0" || host_.empty()) {
|
||||
addr.sin_addr.s_addr = htonl(INADDR_ANY);
|
||||
} else {
|
||||
inet_pton(AF_INET, host_.c_str(), &addr.sin_addr);
|
||||
}
|
||||
|
||||
if (bind(s, reinterpret_cast<sockaddr*>(&addr), sizeof(addr)) != 0) {
|
||||
closesock(s);
|
||||
listen_sock_ = static_cast<uintptr_t>(-1);
|
||||
return false;
|
||||
}
|
||||
if (listen(s, 128) != 0) {
|
||||
closesock(s);
|
||||
listen_sock_ = static_cast<uintptr_t>(-1);
|
||||
return false;
|
||||
}
|
||||
|
||||
running_ = true;
|
||||
accept_thread_ = std::thread([this] { accept_loop(); });
|
||||
return true;
|
||||
}
|
||||
|
||||
void HttpWsServer::stop() {
|
||||
running_ = false;
|
||||
if (listen_sock_ != static_cast<uintptr_t>(-1)) {
|
||||
closesock(static_cast<socket_t>(listen_sock_));
|
||||
listen_sock_ = static_cast<uintptr_t>(-1);
|
||||
}
|
||||
if (accept_thread_.joinable()) accept_thread_.join();
|
||||
#ifdef _WIN32
|
||||
// WSACleanup 可能被多次调用;此处简单处理
|
||||
#endif
|
||||
}
|
||||
|
||||
void HttpWsServer::accept_loop() {
|
||||
auto ls = static_cast<socket_t>(listen_sock_);
|
||||
while (running_) {
|
||||
sockaddr_in cli{};
|
||||
#ifdef _WIN32
|
||||
int len = sizeof(cli);
|
||||
#else
|
||||
socklen_t len = sizeof(cli);
|
||||
#endif
|
||||
socket_t cs = ::accept(ls, reinterpret_cast<sockaddr*>(&cli), &len);
|
||||
if (cs == kInvalid) {
|
||||
if (!running_) break;
|
||||
continue;
|
||||
}
|
||||
std::thread([this, cs] {
|
||||
handle_client(static_cast<uintptr_t>(cs));
|
||||
closesock(cs);
|
||||
}).detach();
|
||||
}
|
||||
}
|
||||
|
||||
void HttpWsServer::handle_client(uintptr_t client_sock) {
|
||||
auto s = static_cast<socket_t>(client_sock);
|
||||
std::string raw;
|
||||
// read headers
|
||||
while (raw.find("\r\n\r\n") == std::string::npos) {
|
||||
if (!recv_some(s, raw, 256 * 1024)) return;
|
||||
}
|
||||
HttpRequest req;
|
||||
if (!parse_request(raw, req)) {
|
||||
auto resp = http_response(400, "Bad Request", "{\"error\":\"bad_request\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
|
||||
// read remaining body by Content-Length
|
||||
auto cl_it = req.headers.find("content-length");
|
||||
size_t content_length = 0;
|
||||
if (cl_it != req.headers.end()) content_length = static_cast<size_t>(std::strtoull(cl_it->second.c_str(), nullptr, 10));
|
||||
while (req.body.size() < content_length) {
|
||||
if (!recv_some(s, raw, 1024 * 1024)) return;
|
||||
const auto pos = raw.find("\r\n\r\n");
|
||||
req.body = raw.substr(pos + 4);
|
||||
}
|
||||
if (content_length > 0 && req.body.size() > content_length) req.body.resize(content_length);
|
||||
|
||||
// WebSocket upgrade
|
||||
if (req.path == "/ws" && is_ws_upgrade(req)) {
|
||||
auto q = parse_query(req.query);
|
||||
const std::string token = url_decode(q.count("token") ? q["token"] : "");
|
||||
int64_t pid = 0;
|
||||
if (q.count("pid") && !q["pid"].empty()) pid = std::strtoll(q["pid"].c_str(), nullptr, 10);
|
||||
|
||||
if (!auth::validate_ws(db_, pid, token)) {
|
||||
auto resp = http_response(401, "Unauthorized", "{\"error\":\"unauthorized\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto key_it = req.headers.find("sec-websocket-key");
|
||||
if (key_it == req.headers.end()) {
|
||||
auto resp = http_response(400, "Bad Request", "{\"error\":\"missing_ws_key\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
const auto accept = crypto::websocket_accept_key(key_it->second);
|
||||
std::ostringstream oss;
|
||||
oss << "HTTP/1.1 101 Switching Protocols\r\n"
|
||||
<< "Upgrade: websocket\r\n"
|
||||
<< "Connection: Upgrade\r\n"
|
||||
<< "Sec-WebSocket-Accept: " << accept << "\r\n"
|
||||
<< "\r\n";
|
||||
const auto resp = oss.str();
|
||||
if (!send_all(s, resp.data(), resp.size())) return;
|
||||
std::printf("[ws] open pid=%lld\n", static_cast<long long>(pid));
|
||||
ws_loop(s);
|
||||
std::printf("[ws] close pid=%lld\n", static_cast<long long>(pid));
|
||||
return;
|
||||
}
|
||||
|
||||
// HTTP API
|
||||
if (req.method == "POST" && (req.path == "/register" || req.path == "/login")) {
|
||||
std::string username, password;
|
||||
try {
|
||||
auto j = nlohmann::json::parse(req.body.empty() ? "{}" : req.body);
|
||||
username = j.value("username", "");
|
||||
password = j.value("password", "");
|
||||
} catch (...) {
|
||||
auto resp = http_response(400, "Bad Request", "{\"error\":\"invalid_input\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auth::Result r =
|
||||
(req.path == "/register") ? auth::register_user(db_, username, password) : auth::login_user(db_, username, password);
|
||||
const char* st = r.http_status == 200 ? "OK"
|
||||
: r.http_status == 400 ? "Bad Request"
|
||||
: r.http_status == 401 ? "Unauthorized"
|
||||
: r.http_status == 409 ? "Conflict"
|
||||
: "Error";
|
||||
auto resp = http_response(r.http_status, st, r.body);
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
|
||||
if (req.method == "GET" && req.path == "/health") {
|
||||
auto resp = http_response(200, "OK", "{\"ok\":true,\"service\":\"aiserver\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto resp = http_response(404, "Not Found", "{\"error\":\"not_found\"}");
|
||||
send_all(s, resp.data(), resp.size());
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
#include "db.hpp"
|
||||
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
|
||||
class HttpWsServer {
|
||||
public:
|
||||
HttpWsServer(db::Database& db, std::string host, uint16_t port);
|
||||
~HttpWsServer();
|
||||
|
||||
bool start();
|
||||
void stop();
|
||||
bool running() const { return running_; }
|
||||
|
||||
private:
|
||||
void accept_loop();
|
||||
void handle_client(uintptr_t client_sock);
|
||||
|
||||
db::Database& db_;
|
||||
std::string host_;
|
||||
uint16_t port_;
|
||||
std::atomic<bool> running_{false};
|
||||
uintptr_t listen_sock_ = static_cast<uintptr_t>(-1);
|
||||
std::thread accept_thread_;
|
||||
};
|
||||
@@ -0,0 +1,70 @@
|
||||
#include "db.hpp"
|
||||
#include "http_ws_server.hpp"
|
||||
|
||||
#include <chrono>
|
||||
#include <cstdio>
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
static void usage(const char* argv0) {
|
||||
std::printf("Usage: %s [--host 0.0.0.0] [--port 8080] [--db data/aiserver.db] [--daemon]\n", argv0);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
std::string host = "0.0.0.0";
|
||||
uint16_t port = 8080;
|
||||
std::string db_path = "data/aiserver.db";
|
||||
|
||||
bool daemon = false;
|
||||
|
||||
for (int i = 1; i < argc; ++i) {
|
||||
const std::string a = argv[i];
|
||||
if (a == "--host" && i + 1 < argc) host = argv[++i];
|
||||
else if (a == "--port" && i + 1 < argc) port = static_cast<uint16_t>(std::stoi(argv[++i]));
|
||||
else if (a == "--db" && i + 1 < argc) db_path = argv[++i];
|
||||
else if (a == "--daemon") daemon = true;
|
||||
else if (a == "-h" || a == "--help") {
|
||||
usage(argv[0]);
|
||||
return 0;
|
||||
} else {
|
||||
std::printf("Unknown arg: %s\n", a.c_str());
|
||||
usage(argv[0]);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
fs::create_directories(fs::path(db_path).parent_path());
|
||||
} catch (...) {
|
||||
}
|
||||
|
||||
db::Database database(db_path);
|
||||
if (!database.open_ok()) {
|
||||
std::printf("DB open failed: %s path=%s\n", database.last_error().c_str(), db_path.c_str());
|
||||
return 1;
|
||||
}
|
||||
|
||||
HttpWsServer server(database, host, port);
|
||||
if (!server.start()) {
|
||||
std::printf("Listen failed on %s:%u\n", host.c_str(), static_cast<unsigned>(port));
|
||||
return 1;
|
||||
}
|
||||
|
||||
std::printf("AIServer listening http://%s:%u (POST /register /login, WS /ws?pid=&token=)\n",
|
||||
host.c_str(), static_cast<unsigned>(port));
|
||||
std::printf("DB=%s\n", db_path.c_str());
|
||||
if (daemon) {
|
||||
std::printf("daemon mode: running until process killed\n");
|
||||
while (server.running()) {
|
||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
||||
}
|
||||
} else {
|
||||
std::printf("Press Enter to stop...\n");
|
||||
std::getchar();
|
||||
server.stop();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
Vendored
+10255
File diff suppressed because it is too large
Load Diff
Vendored
+24765
File diff suppressed because it is too large
Load Diff
Vendored
+257679
File diff suppressed because it is too large
Load Diff
Vendored
+13425
File diff suppressed because it is too large
Load Diff
+22
-8
@@ -1,25 +1,39 @@
|
||||
# 游戏服协议(M2 探测结论)
|
||||
# 游戏服协议
|
||||
|
||||
Base: `https://game.xworld.ren`(Caddy → Kestrel)
|
||||
## 生产
|
||||
|
||||
Base: `https://game.xworld.ren`(Caddy → 后端)
|
||||
|
||||
## 本地 AIServer(推荐开发)
|
||||
|
||||
路径:`AIServer/`(C++ + SQLite)
|
||||
|
||||
| Base | `http://127.0.0.1:8080` |
|
||||
| WS | `ws://127.0.0.1:8080/ws?pid={pid}&token={token}` |
|
||||
|
||||
构建与运行见 [`AIServer/README.md`](../AIServer/README.md)。
|
||||
|
||||
## HTTP
|
||||
|
||||
| 方法 | 路径 | Body | 成功 | 失败 |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| POST | `/register` | `{"username","password"}` | `{token,pid}` | `invalid_input` 等 |
|
||||
| POST | `/register` | `{"username","password"}` | `{token,pid}` | `invalid_input` / `user_exists` |
|
||||
| POST | `/login` | `{"username","password"}` | `{token,pid}` | `invalid_credentials` |
|
||||
| GET | `/health` | — | `{ok,service}` | — |
|
||||
|
||||
## WebSocket
|
||||
|
||||
```
|
||||
wss://game.xworld.ren/ws?pid={pid}&token={token}
|
||||
/ws?pid={pid}&token={token}
|
||||
```
|
||||
|
||||
- 无 token → HTTP 401(握手阶段拒绝)
|
||||
- 连通后服务端可不主动推消息;客户端可用 WebSocket 协议层 KeepAlive
|
||||
- 应用层可发 `{"op":"hello",...}`(当前服可无应答)
|
||||
- 无 token / token 无效 → HTTP 401
|
||||
- 应用层:`{"op":"hello"}` → `{"op":"hello_ack","ok":true}`;`{"op":"ping"}` → `{"op":"pong"}`
|
||||
- 协议层 Ping/Pong 由服务端应答
|
||||
|
||||
## 客户端
|
||||
|
||||
- `HotUpdate.Net.AuthApi` / `GameNet` / `WsClient`
|
||||
- 编辑器自动 `guest_{deviceId}` 账号(PlayerPrefs 持久化 deviceId)
|
||||
- Boot:`HttpBase` + `WsUrlTemplate`
|
||||
- 菜单:**AIGame/Boot/Server/Local AIServer :8080** 或 Production
|
||||
- 编辑器自动 `guest_{deviceId}` 账号
|
||||
|
||||
@@ -2,5 +2,14 @@
|
||||
|
||||
3D 模型及相关烘焙贴图。每条包含:路径、简要说明。
|
||||
|
||||
约定:游戏用角色放在 `AIClient/Assets/Bundles/Characters/{ActorName}/`(YooAsset Art / `PackDirectory`)。
|
||||
|
||||
| 资源路径 | 简要说明 |
|
||||
| --- | --- |
|
||||
| `AIClient/Assets/Bundles/Characters/MaleExplorer/` | 角色 MaleExplorer 目录(寻址 Prefab=`MaleExplorer`) |
|
||||
| `…/MaleExplorer.fbx` | 混元高模减面低模(约 5k tris) |
|
||||
| `…/MaleExplorer_*.png` | color / normal / ao / metallic / roughness 烘焙贴图 |
|
||||
| `…/concept.png` | 图生3D 概念参考图 |
|
||||
| `…/MaleExplorer.prefab` | 运行时加载 Prefab(菜单 `AIGame/M3/Setup Character…` 生成) |
|
||||
| `Tools/output/male_explorer_3d/male_explorer.glb` | 混元高模中间件(不进 Bundle) |
|
||||
| `Tools/output/male_explorer_game/` | 减面/烘焙中间输出(不进 Bundle) |
|
||||
|
||||
@@ -11,6 +11,8 @@
|
||||
| `AIClient/Assets/Bundles/UI/Font/siyuan_CN_Bold SDF.asset` | TMP 动态 SDF 字体资源;JSON→Prefab 默认使用;菜单 `Tools/UI/Ensure SiYuan TMP Font Asset` |
|
||||
| `Tools/output/male_explorer_test.png` | 男性探险者角色试做;项目文生图脚本 |
|
||||
| `Tools/output/male_explorer_cursor.png` | 男性探险者对照;Cursor GenerateImage |
|
||||
| `AIClient/Assets/Bundles/Characters/MaleExplorer/concept.png` | MaleExplorer 概念图(进角色目录) |
|
||||
| `AIClient/Assets/Bundles/Characters/MaleExplorer/MaleExplorer_*.png` | 低模烘焙贴图(color/normal/ao/metallic/roughness) |
|
||||
| `Doc/ui_design.jpg` | UI 视觉基准图;糖果休闲风控件参考(`Doc/Design/ui_design.jpg` 为同内容副本) |
|
||||
| `Doc/UI_AutoGen_Overview.md` | UI 自动生成方案总览(JSON→Prefab + 图集) |
|
||||
| `Doc/UIPrefabCreater/UI_ConfirmDialog.json` | 竖屏确认弹窗样例 JSON;对应 Prefab 路径 `Assets/Bundles/UI/Prefab/UI_ConfirmDialog.prefab` |
|
||||
|
||||
+30
-10
@@ -51,7 +51,7 @@ python Tools/gpt_image_generate.py --json "{\"prompt\":\"UI图集\",\"output\":\
|
||||
|
||||
### 能力说明
|
||||
1. 首期仅 **图生3D → GLB**。文生请先用上文「文/图生图」出图,再交给本脚本。
|
||||
2. 未登录或凭证失效时,会 **弹出 Edge 微信扫码**(同步阻塞,最长 `--login-timeout` 秒),成功后自动续跑。
|
||||
2. 未登录、凭证失效或**当前账号额度/次数用尽**时,会 **弹出 Edge 微信扫码页**(同步阻塞,最长 `--login-timeout` 秒);额度满时提示换号登录,成功后自动续跑。
|
||||
3. 面数:`--faces 50k|500k|1m`(默认 `50k`)。
|
||||
4. 任务中间文件在 `Tools/data/hunyuan/jobs/<job_id>/`;最终 GLB 写到 `-o`。
|
||||
5. 生成完成后须在 `Doc/ResDesc_Model.md` 登记资源(索引见 `Doc/ResDesc.md`)。
|
||||
@@ -64,7 +64,10 @@ python Tools/hunyuan_3d_generate.py --status
|
||||
# 预登录(弹出微信扫码)
|
||||
python Tools/hunyuan_3d_generate.py --login
|
||||
|
||||
# 图生3D(未登录则中途自动弹微信)
|
||||
# 强制换号登录(忽略本地凭证 / 额度满换号)
|
||||
python Tools/hunyuan_3d_generate.py --login --force-login
|
||||
|
||||
# 图生3D(未登录或额度满则中途自动弹登录页)
|
||||
python Tools/hunyuan_3d_generate.py -i ref.png -o Tools/output/prop.glb --faces 50k
|
||||
|
||||
# JSON / Agent
|
||||
@@ -77,6 +80,7 @@ python Tools/hunyuan_3d_generate.py -i ref.png -o out.glb --no-interactive-login
|
||||
### 流程回调 / 事件
|
||||
- `--callback-url` / `--callback-file` / NDJSON 与文生图脚本同模式
|
||||
- 典型事件:`login_required` → `login_waiting` → `login_ok` → `stage` → `succeeded` / `failed`
|
||||
- `login_required.reason`:`auth`(未登录/失效)或 `quota`(额度满需换号)
|
||||
|
||||
## 高模减面与贴图烘焙
|
||||
- 来源:复刻 `ClientTrunk/Tools/ModelTools`(`model_decimate` + `model_bake`)
|
||||
@@ -89,23 +93,39 @@ python Tools/hunyuan_3d_generate.py -i ref.png -o out.glb --no-interactive-login
|
||||
高模(FBX / GLB / glTF)
|
||||
-> 减面 + 重展 UV -> <名>_low.fbx
|
||||
-> Cycles selected-to-active 烘焙
|
||||
-> 低模 FBX + color / normal / ao / metallic / roughness PNG
|
||||
-> 五通道 PNG + 低模 FBX
|
||||
-> model_translator(默认)-> XPbr 两张图 + .mat/.meta
|
||||
<名>_base.png RGB=Albedo A=AO/透明
|
||||
<名>_mix.png RG=球面法线 B=Metallic A=Roughness
|
||||
```
|
||||
|
||||
### AI / 命令行调用
|
||||
```bash
|
||||
# 一键(推荐):减面 + 烘焙
|
||||
# 一键:减面 + 烘焙 + XPbr 打包(默认)
|
||||
python Tools/model_tools/model_lowpoly_bake.py Tools/output/prop.glb -o Tools/output/prop_game --tris 5000 --size 2048
|
||||
|
||||
# 分步
|
||||
python Tools/model_tools/model_decimate.py prop.glb --tris 5000 -o Tools/output/prop_low
|
||||
python Tools/model_tools/model_bake.py prop.glb Tools/output/prop_low/prop_low.fbx -o Tools/output/prop_bake --size 2048
|
||||
# 仅五通道、跳过 XPbr
|
||||
python Tools/model_tools/model_lowpoly_bake.py prop.glb -o Tools/output/prop_game --no-xpbr
|
||||
|
||||
# JSON / Agent
|
||||
python Tools/model_tools/model_lowpoly_bake.py --json "{\"high\":\"prop.glb\",\"out\":\"Tools/output/prop_game\",\"tris\":5000,\"size\":2048}" --result-only
|
||||
# 单独 XPbr 转换(输入为烘焙后的 FBX 目录旁贴图)
|
||||
python Tools/model_tools/model_translator.py Tools/output/prop_game/prop/prop.fbx -o Tools/output/prop_xpbr
|
||||
```
|
||||
|
||||
与混元衔接:先 `hunyuan_3d_generate.py` 出高模 GLB,再对本脚本做低模烘焙;完成后登记 `Doc/ResDesc_Model.md`。
|
||||
与混元衔接:
|
||||
|
||||
```bash
|
||||
python Tools/hunyuan_3d_generate.py -i ref.png -o Tools/output/{actor}_3d/{actor}.glb --faces 50k
|
||||
python Tools/model_tools/model_lowpoly_bake.py Tools/output/{actor}_3d/{actor}.glb -o Tools/output/{actor}_game --tris 5000 --size 2048
|
||||
python Tools/install_character_bundles.py -a {ActorName} -b Tools/output/{actor}_game/{actor}_xpbr -c ref.png
|
||||
# Unity: AIGame/M3/Setup Character Prefab + Art Collector(挂 Test/XPbr 生成预设)
|
||||
```
|
||||
|
||||
### 与 AIC#Project ModelTranslator 对比(减面/烘焙)
|
||||
- **更优(AIC#)**:默认 Quad Remesher 四边拓扑、更深 seam 扫描;本仓库未捆绑 QR 引擎。
|
||||
- **已对齐**:自适应烘焙射线、UV 最大单岛门限、XPbr base/mix 打包与 `Test/XPbr` 材质。
|
||||
- **本仓库优势**:高模直接吃 GLB/glTF(混元产物),一键流水线含 XPbr。
|
||||
|
||||
游戏目录:`AIClient/Assets/Bundles/Characters/{ActorName}/`;高模中间件留在 `Tools/output/`。完成后登记 `Doc/ResDesc_Model.md`。
|
||||
|
||||
## UI 自动生成(JSON → Prefab)
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
from .auth import ensure_login, is_logged_in, logout, start_wechat_login_blocking, status
|
||||
from .client import FACE_LABELS, generate_from_image
|
||||
from .errors import HunyuanQuotaExceeded, HunyuanReloginNeeded
|
||||
|
||||
__all__ = [
|
||||
"ensure_login",
|
||||
@@ -11,4 +12,6 @@ __all__ = [
|
||||
"status",
|
||||
"FACE_LABELS",
|
||||
"generate_from_image",
|
||||
"HunyuanQuotaExceeded",
|
||||
"HunyuanReloginNeeded",
|
||||
]
|
||||
|
||||
+98
-13
@@ -1,6 +1,7 @@
|
||||
"""WeChat login session for https://3d.hunyuan.tencent.com via Playwright.
|
||||
|
||||
CLI 友好:同步阻塞扫码登录(非后台线程)。
|
||||
未登录 / 凭证失效 / 额度满换号 时弹出有头 Edge 供用户扫码。
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
@@ -11,7 +12,7 @@ from pathlib import Path
|
||||
from typing import Any, Callable, Optional
|
||||
|
||||
HUNYUAN_URL = "https://3d.hunyuan.tencent.com/"
|
||||
LOGIN_TIMEOUT_SEC = 180
|
||||
LOGIN_TIMEOUT_SEC = 300
|
||||
|
||||
UpdateFn = Callable[..., None]
|
||||
|
||||
@@ -140,32 +141,87 @@ def _looks_logged_in(page) -> bool:
|
||||
has_generate = bool(page.get_by_text("立即生成").count())
|
||||
except Exception:
|
||||
pass
|
||||
return bool((interesting or storage_hit) and has_generate)
|
||||
# 有生成入口,且 cookie/storage 任一命中,或页面上已无「登录」
|
||||
if has_generate and (interesting or storage_hit):
|
||||
return True
|
||||
if has_generate and not _page_shows_login_cta(page):
|
||||
return True
|
||||
return bool(interesting and storage_hit)
|
||||
|
||||
|
||||
def _page_shows_login_cta(page) -> bool:
|
||||
try:
|
||||
if page.get_by_text("登录", exact=True).count():
|
||||
return page.get_by_text("登录", exact=True).first.is_visible(timeout=300)
|
||||
except Exception:
|
||||
pass
|
||||
return False
|
||||
|
||||
|
||||
def _try_site_logout(page) -> None:
|
||||
"""尽量在官网侧退出,方便额度满后换号扫码。"""
|
||||
for label in ("退出登录", "退出", "登出", "注销"):
|
||||
if _click_first(page, (label,), exact=False):
|
||||
page.wait_for_timeout(800)
|
||||
break
|
||||
# 常见头像/用户菜单再点一次退出
|
||||
try:
|
||||
avatar = page.locator(
|
||||
'[class*="avatar"], [class*="user-info"], [class*="UserInfo"]'
|
||||
).first
|
||||
if avatar.count() and avatar.is_visible(timeout=500):
|
||||
avatar.click(timeout=2000)
|
||||
page.wait_for_timeout(400)
|
||||
_click_first(page, ("退出登录", "退出", "登出"), exact=False)
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
|
||||
def start_wechat_login_blocking(
|
||||
timeout_sec: int = LOGIN_TIMEOUT_SEC,
|
||||
*,
|
||||
update: Optional[UpdateFn] = None,
|
||||
reason: str = "auth",
|
||||
clear_existing: bool = False,
|
||||
) -> dict:
|
||||
"""打开有头浏览器供微信扫码,阻塞直到成功 / 超时 / 失败。"""
|
||||
"""打开有头浏览器供微信扫码,阻塞直到成功 / 超时 / 失败。
|
||||
|
||||
reason:
|
||||
- auth: 未登录或凭证失效
|
||||
- quota: 当前账号额度满,需换号
|
||||
clear_existing: 先清本地会话;quota 场景会再尝试官网退出。
|
||||
"""
|
||||
from playwright.sync_api import sync_playwright
|
||||
|
||||
def _emit(event: str, **payload: Any) -> None:
|
||||
if update:
|
||||
update(event=event, **payload)
|
||||
|
||||
if clear_existing or reason == "quota":
|
||||
logout()
|
||||
|
||||
if reason == "quota":
|
||||
message = (
|
||||
"当前混元账号额度/次数已满,请在弹出的浏览器中退出旧号并用微信扫码登录其他账号"
|
||||
)
|
||||
else:
|
||||
message = "请在弹出的浏览器窗口中用微信扫码登录混元3D"
|
||||
|
||||
_write_status(
|
||||
logged_in=False,
|
||||
state="waiting_scan",
|
||||
message="请在弹出的浏览器窗口中用微信扫码登录",
|
||||
message=message,
|
||||
reason=reason,
|
||||
)
|
||||
_emit(
|
||||
"login_waiting",
|
||||
stage="请在弹出的浏览器窗口中用微信扫码登录",
|
||||
stage=message,
|
||||
progress=5,
|
||||
timeout_sec=timeout_sec,
|
||||
reason=reason,
|
||||
)
|
||||
# 同步打到 stderr,方便 Agent/终端注意弹窗
|
||||
print(f"[hunyuan] {message}(最长等待 {timeout_sec}s)", flush=True)
|
||||
|
||||
try:
|
||||
with sync_playwright() as playwright:
|
||||
@@ -177,8 +233,15 @@ def start_wechat_login_blocking(
|
||||
)
|
||||
page = context.new_page()
|
||||
page.goto(HUNYUAN_URL, wait_until="domcontentloaded", timeout=60000)
|
||||
page.wait_for_timeout(2500)
|
||||
page.wait_for_timeout(2000)
|
||||
|
||||
if reason == "quota":
|
||||
_try_site_logout(page)
|
||||
page.goto(HUNYUAN_URL, wait_until="domcontentloaded", timeout=60000)
|
||||
page.wait_for_timeout(1500)
|
||||
|
||||
_click_first(page, ("登录", "立即登录"), exact=True)
|
||||
page.wait_for_timeout(800)
|
||||
_click_first(page, ("微信", "微信登录", "微信扫码"), exact=False)
|
||||
|
||||
deadline = time.monotonic() + timeout_sec
|
||||
@@ -187,15 +250,22 @@ def start_wechat_login_blocking(
|
||||
session_dir().mkdir(parents=True, exist_ok=True)
|
||||
context.storage_state(path=str(storage_state_path()))
|
||||
result = _write_status(
|
||||
logged_in=True, state="ready", message="微信登录成功"
|
||||
logged_in=True,
|
||||
state="ready",
|
||||
message="微信登录成功",
|
||||
reason=reason,
|
||||
)
|
||||
browser.close()
|
||||
_emit("login_ok", stage="微信登录成功", progress=15, **result)
|
||||
print("[hunyuan] 微信登录成功,会话已保存", flush=True)
|
||||
return result
|
||||
page.wait_for_timeout(1500)
|
||||
|
||||
result = _write_status(
|
||||
logged_in=False, state="timeout", message="微信登录超时,请重试"
|
||||
logged_in=False,
|
||||
state="timeout",
|
||||
message="微信登录超时,请重试",
|
||||
reason=reason,
|
||||
)
|
||||
browser.close()
|
||||
_emit("login_failed", stage="微信登录超时", progress=0, **result)
|
||||
@@ -204,7 +274,7 @@ def start_wechat_login_blocking(
|
||||
raise
|
||||
except Exception as exc:
|
||||
result = _write_status(
|
||||
logged_in=False, state="error", message=f"登录失败:{exc}"
|
||||
logged_in=False, state="error", message=f"登录失败:{exc}", reason=reason
|
||||
)
|
||||
_emit("login_failed", stage=str(exc), progress=0, **result)
|
||||
raise RuntimeError(f"登录失败:{exc}") from exc
|
||||
@@ -215,9 +285,14 @@ def ensure_login(
|
||||
interactive: bool = True,
|
||||
timeout_sec: int = LOGIN_TIMEOUT_SEC,
|
||||
update: Optional[UpdateFn] = None,
|
||||
force: bool = False,
|
||||
reason: str = "auth",
|
||||
) -> dict:
|
||||
"""若无会话则弹微信登录;interactive=False 且未登录则抛错。"""
|
||||
if is_logged_in():
|
||||
"""若无会话则弹微信登录;interactive=False 且未登录则抛错。
|
||||
|
||||
force=True 时忽略本地凭证,强制打开登录页(换号 / 重登)。
|
||||
"""
|
||||
if is_logged_in() and not force:
|
||||
current = status()
|
||||
if update:
|
||||
update(
|
||||
@@ -234,7 +309,17 @@ def ensure_login(
|
||||
if update:
|
||||
update(
|
||||
event="login_required",
|
||||
stage="需要微信登录混元3D",
|
||||
stage=(
|
||||
"当前账号额度已满,需要换号登录"
|
||||
if reason == "quota"
|
||||
else "需要微信登录混元3D"
|
||||
),
|
||||
progress=2,
|
||||
reason=reason,
|
||||
)
|
||||
return start_wechat_login_blocking(timeout_sec=timeout_sec, update=update)
|
||||
return start_wechat_login_blocking(
|
||||
timeout_sec=timeout_sec,
|
||||
update=update,
|
||||
reason=reason,
|
||||
clear_existing=force or reason == "quota",
|
||||
)
|
||||
|
||||
+201
-7
@@ -9,6 +9,7 @@ from pathlib import Path
|
||||
from typing import Callable, Optional
|
||||
|
||||
from .auth import HUNYUAN_URL, is_logged_in, storage_state_path
|
||||
from .errors import HunyuanQuotaExceeded, HunyuanReloginNeeded
|
||||
|
||||
FACE_LABEL = "50k"
|
||||
FACE_LABELS = ("50k", "500k", "1m")
|
||||
@@ -17,6 +18,28 @@ POLL_INTERVAL_SEC = 5
|
||||
API_LIST = "https://3d.hunyuan.tencent.com/api/3d/creations/list"
|
||||
API_DETAIL = "https://3d.hunyuan.tencent.com/api/3d/creations/detail"
|
||||
|
||||
# 额度/次数用尽常见文案(页面 toast / 弹窗 / API message)
|
||||
_QUOTA_PATTERNS = (
|
||||
r"额度不足",
|
||||
r"额度已用完",
|
||||
r"额度已满",
|
||||
r"额度已经用完",
|
||||
r"次数不足",
|
||||
r"次数已用完",
|
||||
r"次数已达上限",
|
||||
r"今日生成次数",
|
||||
r"今日次数已用完",
|
||||
r"已达上限",
|
||||
r"积分不足",
|
||||
r"免费次数.*?用完",
|
||||
r"体验次数.*?用完",
|
||||
r"生成次数不足",
|
||||
r"没有剩余.*?次数",
|
||||
r"剩余次数\s*[::]?\s*0",
|
||||
r"insufficient\s*(quota|credit|balance)",
|
||||
)
|
||||
_QUOTA_RE = re.compile("|".join(_QUOTA_PATTERNS), re.I)
|
||||
|
||||
UpdateFn = Callable[..., None]
|
||||
|
||||
|
||||
@@ -47,6 +70,123 @@ def _click_visible_text(page, labels, exact=False, timeout=5000):
|
||||
return False
|
||||
|
||||
|
||||
def _text_indicates_quota(text: str) -> bool:
|
||||
if not text:
|
||||
return False
|
||||
return bool(_QUOTA_RE.search(text))
|
||||
|
||||
|
||||
def _payload_indicates_quota(payload) -> Optional[str]:
|
||||
"""从 generations / 其它 API JSON 中提取额度相关错误文案。"""
|
||||
if payload is None:
|
||||
return None
|
||||
if isinstance(payload, str):
|
||||
return payload if _text_indicates_quota(payload) else None
|
||||
if isinstance(payload, dict):
|
||||
for key in (
|
||||
"message",
|
||||
"msg",
|
||||
"error",
|
||||
"errorMsg",
|
||||
"errorMessage",
|
||||
"errMsg",
|
||||
"reason",
|
||||
"detail",
|
||||
"tips",
|
||||
"tip",
|
||||
):
|
||||
value = payload.get(key)
|
||||
if isinstance(value, str) and _text_indicates_quota(value):
|
||||
return value
|
||||
if isinstance(value, (dict, list)):
|
||||
found = _payload_indicates_quota(value)
|
||||
if found:
|
||||
return found
|
||||
# code 类字段旁带 message
|
||||
code = payload.get("code") or payload.get("ret") or payload.get("errorCode")
|
||||
msg = payload.get("message") or payload.get("msg") or ""
|
||||
if code not in (None, 0, "0", 200, "200", "Success", "success") and _text_indicates_quota(
|
||||
str(msg)
|
||||
):
|
||||
return str(msg)
|
||||
for key in ("data", "result", "error", "errors"):
|
||||
found = _payload_indicates_quota(payload.get(key))
|
||||
if found:
|
||||
return found
|
||||
if isinstance(payload, list):
|
||||
for item in payload:
|
||||
found = _payload_indicates_quota(item)
|
||||
if found:
|
||||
return found
|
||||
return None
|
||||
|
||||
|
||||
def _page_quota_message(page) -> Optional[str]:
|
||||
"""优先从弹窗/toast 取额度提示,避免整页营销文案误判。"""
|
||||
selectors = (
|
||||
".t-dialog",
|
||||
".t-message",
|
||||
".t-notification",
|
||||
"[class*='dialog']",
|
||||
"[class*='toast']",
|
||||
"[class*='message']",
|
||||
"[role='dialog']",
|
||||
"[role='alert']",
|
||||
)
|
||||
chunks: list[str] = []
|
||||
for sel in selectors:
|
||||
try:
|
||||
locator = page.locator(sel)
|
||||
total = min(locator.count(), 8)
|
||||
except Exception:
|
||||
continue
|
||||
for index in range(total):
|
||||
try:
|
||||
node = locator.nth(index)
|
||||
if not node.is_visible(timeout=200):
|
||||
continue
|
||||
text = (node.inner_text(timeout=500) or "").strip()
|
||||
if text:
|
||||
chunks.append(text)
|
||||
except Exception:
|
||||
continue
|
||||
for text in chunks:
|
||||
if _text_indicates_quota(text):
|
||||
for line in text.splitlines():
|
||||
line = line.strip()
|
||||
if line and _text_indicates_quota(line):
|
||||
return line[:200]
|
||||
return text[:200]
|
||||
try:
|
||||
body = page.inner_text("body")
|
||||
except Exception:
|
||||
return None
|
||||
# 整页仅在出现非常明确的「用完/不足」短句时判定
|
||||
for line in body.splitlines():
|
||||
line = line.strip()
|
||||
if 4 <= len(line) <= 40 and _text_indicates_quota(line):
|
||||
return line[:200]
|
||||
return None
|
||||
|
||||
|
||||
def _raise_if_quota(page=None, payloads=None, fallback: Optional[str] = None):
|
||||
if payloads:
|
||||
for payload in payloads:
|
||||
found = _payload_indicates_quota(payload)
|
||||
if found:
|
||||
raise HunyuanQuotaExceeded(
|
||||
f"混元账号额度不足:{found}。请换号登录后重试。"
|
||||
)
|
||||
if page is not None:
|
||||
found = _page_quota_message(page)
|
||||
if found:
|
||||
raise HunyuanQuotaExceeded(
|
||||
f"混元账号额度不足:{found}。请换号登录后重试。"
|
||||
)
|
||||
if fallback and _text_indicates_quota(fallback):
|
||||
raise HunyuanQuotaExceeded(fallback)
|
||||
|
||||
|
||||
def _dismiss_popups(page, log=None):
|
||||
"""Close common confirm/agreement toasts that block generate submit."""
|
||||
for label in ("我知道了", "知道了", "同意并继续", "同意", "确认", "继续", "关闭"):
|
||||
@@ -54,6 +194,12 @@ def _dismiss_popups(page, log=None):
|
||||
if log:
|
||||
log.write(f"dismissed popup via 「{label}」\n")
|
||||
page.wait_for_timeout(400)
|
||||
# 协议点完后若仍是额度弹窗,再抛换号
|
||||
quota_msg = _page_quota_message(page)
|
||||
if quota_msg:
|
||||
raise HunyuanQuotaExceeded(
|
||||
f"混元账号额度不足:{quota_msg}。请换号登录后重试。"
|
||||
)
|
||||
|
||||
|
||||
def _click_generate(page, log=None):
|
||||
@@ -202,8 +348,17 @@ def _dump_debug(page, directory: Path, log, network_hits):
|
||||
def _api_json(request_context, method, url, **kwargs):
|
||||
response = getattr(request_context, method)(url, **kwargs)
|
||||
if response.status >= 400:
|
||||
body_text = ""
|
||||
try:
|
||||
body_text = response.text()
|
||||
except Exception:
|
||||
pass
|
||||
if response.status in (401, 403):
|
||||
raise PermissionError(f"混元接口鉴权失败 {response.status}: {url}")
|
||||
raise HunyuanReloginNeeded(f"混元接口鉴权失败 {response.status}: {url}")
|
||||
if _text_indicates_quota(body_text):
|
||||
raise HunyuanQuotaExceeded(
|
||||
f"混元账号额度不足(HTTP {response.status}):{body_text[:200]}"
|
||||
)
|
||||
raise RuntimeError(f"混元接口失败 {response.status}: {url}")
|
||||
try:
|
||||
return response.json()
|
||||
@@ -379,7 +534,7 @@ def _poll_until_ready(
|
||||
waited = int(GENERATION_TIMEOUT_SEC - (deadline - time.monotonic()))
|
||||
try:
|
||||
detail = _detail_creation(request_context, creations_id)
|
||||
except PermissionError:
|
||||
except HunyuanReloginNeeded:
|
||||
raise
|
||||
except Exception:
|
||||
listing = _list_creations(request_context)
|
||||
@@ -432,10 +587,15 @@ def generate_from_image(
|
||||
directory: Path,
|
||||
update: UpdateFn,
|
||||
face_label: str = FACE_LABEL,
|
||||
*,
|
||||
headed: bool = False,
|
||||
) -> Path:
|
||||
"""图生3D,返回 directory/generated.glb。鉴权失败抛 PermissionError。"""
|
||||
"""图生3D,返回 directory/generated.glb。
|
||||
|
||||
鉴权失败抛 HunyuanReloginNeeded;额度满抛 HunyuanQuotaExceeded。
|
||||
"""
|
||||
if not is_logged_in():
|
||||
raise PermissionError("尚未微信登录混元3D,请先登录。")
|
||||
raise HunyuanReloginNeeded("尚未微信登录混元3D,请先登录。")
|
||||
if face_label not in FACE_LABELS:
|
||||
raise ValueError(f"面数须为 {FACE_LABELS} 之一,收到: {face_label}")
|
||||
|
||||
@@ -483,13 +643,16 @@ def generate_from_image(
|
||||
if found:
|
||||
creations_id = found
|
||||
entry["creationsId"] = found
|
||||
quota = _payload_indicates_quota(body)
|
||||
if quota:
|
||||
entry["quota"] = quota
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
update(event="stage", stage="打开混元3D 网页", progress=20)
|
||||
with log_path.open("w", encoding="utf-8") as log, sync_playwright() as playwright:
|
||||
browser = playwright.chromium.launch(
|
||||
channel=_browser_channel(), headless=True
|
||||
channel=_browser_channel(), headless=not headed
|
||||
)
|
||||
context = browser.new_context(
|
||||
storage_state=str(state_path),
|
||||
@@ -505,7 +668,7 @@ def generate_from_image(
|
||||
log.write("opened hunyuan home\n")
|
||||
|
||||
if _page_looks_logged_out(page):
|
||||
raise PermissionError("混元登录凭证已失效,需要重新微信登录。")
|
||||
raise HunyuanReloginNeeded("混元登录凭证已失效,需要重新微信登录。")
|
||||
|
||||
update(event="stage", stage="进入图/文生3D", progress=26)
|
||||
_enter_studio(page, log)
|
||||
@@ -552,6 +715,7 @@ def generate_from_image(
|
||||
submitted = False
|
||||
for attempt in range(1, 4):
|
||||
if not _click_generate(page, log=log):
|
||||
_raise_if_quota(page=page, payloads=generations_bodies)
|
||||
_dump_debug(page, directory, log, network_hits)
|
||||
raise RuntimeError("未找到「立即生成」按钮,页面结构可能已变化。")
|
||||
log.write(f"generate attempt {attempt}/3\n")
|
||||
@@ -565,15 +729,21 @@ def generate_from_image(
|
||||
submitted = True
|
||||
log.write("generations API observed\n")
|
||||
break
|
||||
# 提交无响应时优先识别额度弹窗
|
||||
_raise_if_quota(page=page, payloads=generations_bodies)
|
||||
log.write("no /creations/generations yet; will retry click\n")
|
||||
page.wait_for_timeout(1200)
|
||||
if not submitted:
|
||||
_raise_if_quota(page=page, payloads=generations_bodies)
|
||||
_dump_debug(page, directory, log, network_hits)
|
||||
raise RuntimeError(
|
||||
"点击「立即生成」后官网未发起生成请求(无 /creations/generations)。"
|
||||
"请打开混元官网确认额度/协议弹窗后重试。"
|
||||
"可能是额度不足或协议弹窗未处理;脚本将尝试打开登录页换号。"
|
||||
)
|
||||
|
||||
# generations 返回了但可能是额度错误
|
||||
_raise_if_quota(page=page, payloads=generations_bodies)
|
||||
|
||||
(directory / "hunyuan_generations.json").write_text(
|
||||
json.dumps(generations_bodies, ensure_ascii=False, indent=2)[:200000],
|
||||
encoding="utf-8",
|
||||
@@ -635,12 +805,36 @@ def generate_from_image(
|
||||
)
|
||||
context.storage_state(path=str(state_path))
|
||||
return mesh
|
||||
except HunyuanQuotaExceeded:
|
||||
log.write("ERROR: quota exceeded\n")
|
||||
try:
|
||||
_dump_debug(page, directory, log, network_hits)
|
||||
except Exception:
|
||||
pass
|
||||
raise
|
||||
except HunyuanReloginNeeded:
|
||||
log.write("ERROR: re-login needed\n")
|
||||
try:
|
||||
_dump_debug(page, directory, log, network_hits)
|
||||
except Exception:
|
||||
pass
|
||||
raise
|
||||
except Exception as exc:
|
||||
log.write(f"ERROR: {exc}\n")
|
||||
try:
|
||||
_dump_debug(page, directory, log, network_hits)
|
||||
except Exception:
|
||||
pass
|
||||
# 提交失败且页面有额度提示时,升级为换号登录
|
||||
if "未发起生成请求" in str(exc) or "立即生成" in str(exc):
|
||||
try:
|
||||
_raise_if_quota(page=page, payloads=generations_bodies)
|
||||
except HunyuanQuotaExceeded:
|
||||
raise
|
||||
# 无法确认额度时也当作需换号,方便用户打开登录页处理
|
||||
raise HunyuanQuotaExceeded(
|
||||
f"{exc}(已按额度/账号问题处理:将打开登录页换号)"
|
||||
) from exc
|
||||
raise
|
||||
finally:
|
||||
browser.close()
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
"""混元 3D 流程异常:触发交互式重新登录 / 换号。"""
|
||||
from __future__ import annotations
|
||||
|
||||
|
||||
class HunyuanReloginNeeded(PermissionError):
|
||||
"""凭证失效或未登录,需要打开登录页重新微信扫码。"""
|
||||
|
||||
reason = "auth"
|
||||
|
||||
|
||||
class HunyuanQuotaExceeded(HunyuanReloginNeeded):
|
||||
"""当前账号额度/次数用尽,需要换号登录后再生成。"""
|
||||
|
||||
reason = "quota"
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user