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:
udx
2026-09-21 17:06:59 +08:00
co-authored by Cursor
parent b7a0bbcb89
commit 6550b8df4b
121 changed files with 313260 additions and 113 deletions
@@ -12,6 +12,7 @@ namespace AOT.Boot
public string CdnRoot;
public string PackageName;
public ResourcePackage Package;
public string HttpBase;
public string WsUrlTemplate;
public string BuildWsUrl(string pid, string token = null)
@@ -66,6 +66,11 @@ namespace AOT.Boot
_view?.SetProgress(1f);
_view?.SetStatus("热更已启动");
Debug.Log($"[Boot] OK app={ctx.AppVersion} res={ctx.ResVersion} cdn={ctx.CdnRoot}");
// 让热更侧完成首帧生成后再撤掉全屏启动遮罩
yield return null;
yield return null;
_view?.Hide();
}
}
}
@@ -24,6 +24,9 @@ namespace AOT.Boot
[Tooltip("热更 DLL 在包内的定位地址")]
public string HotUpdateDllLocation = "HotUpdate.Runtime";
[Tooltip("登录服 HTTP 根(/register /login)")]
public string HttpBase = "https://game.xworld.ren";
[Tooltip("WebSocket 模板,{pid}/{token} 会被替换")]
public string WsUrlTemplate = "wss://game.xworld.ren/ws?pid={pid}&token={token}";
@@ -74,6 +74,7 @@ namespace AOT.Patch
ResVersion = version.resVersion,
CdnRoot = cdnRoot,
PackageName = _settings.PackageName,
HttpBase = _settings.HttpBase,
WsUrlTemplate = _settings.WsUrlTemplate,
};
@@ -104,6 +104,16 @@ namespace AOT.UI
_fill.color = new Color(0.85f, 0.3f, 0.3f, 1f);
}
public void Hide()
{
gameObject.SetActive(false);
}
public void DestroyUi()
{
Destroy(gameObject);
}
static GameObject CreateUiObject(string name, Transform parent)
{
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
}
@@ -0,0 +1,12 @@
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guid: cab897163f45445fa34263d6670bfc9e
ShaderImporter:
externalObjects: {}
defaultTextures:
- _MainTex: {instanceID: 0}
- _MixTex: {instanceID: 0}
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
@@ -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 @@
fileFormatVersion: 2
guid: eca966a3db5d4e8aaa2b324e0dfc9f92
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
@@ -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 @@
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defaultTextures: []
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userData:
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@@ -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 @@
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ShaderIncludeImporter:
externalObjects: {}
userData:
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@@ -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 @@
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externalObjects: {}
defaultTextures:
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@@ -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 @@
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@@ -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($"[CharacterSpawner] spawned ok res={_ctx?.ResVersion}");
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9cd65ba42ca5feb4b9912b12d3edb8c0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+6 -1
View File
@@ -36,6 +36,11 @@ namespace HotUpdate
Debug.Log($"[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;
+2 -1
View File
@@ -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
+8
View File
@@ -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": ""
}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: dfd46eb5439d69f40a326819e7449a7d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c006fc95ab2e2a94ab932f4e780a471d
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 8b08706117575b1448b97dad966618dd
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1 @@
20260921.162205
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 9a79c8ae414118b43a0c61bf97427726
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c07a3598c9b7a4b48bdbfaf207b102d5
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1 @@
27be2f3e
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4c20c4c67eee17441a2340c261467bb6
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 37cda0a6146d51a40be3a2106a5ad9e0
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,19 @@
{
"FileVersion": 1,
"PackageName": "Art",
"PackageVersion": "20260921.162205",
"Entries": [
{
"BundleGuid": "42dd6fb16989293c17dee4df4385c69a",
"FileName": "42dd6fb16989293c17dee4df4385c69a.bundle"
},
{
"BundleGuid": "5df3e28299f252104333a42f18c79ede",
"FileName": "5df3e28299f252104333a42f18c79ede.bundle"
},
{
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