mirror of
https://github.com/ifengzp/cocos-awesome.git
synced 2025-04-04 14:12:36 +00:00
1 line
15 KiB
JSON
1 line
15 KiB
JSON
[{"__type__":"cc.Material","_name":"builtin-unlit","_effectAsset":{"__uuid__":"6dkeWRTOBGXICfYQ7JUBnG"},"_techniqueData":{"0":{"props":{"diffuseTexture":{"__uuid__":"02delMVqdBD70a/HSD99FK"}},"defines":{"USE_DIFFUSE_TEXTURE":true}}}},{"__type__":"cc.EffectAsset","_name":"builtin-unlit","techniques":[{"name":"opaque","passes":[{"blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":true},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"value":[1,1,1,1],"editor":{"type":"color"},"type":16},"alphaThreshold":{"value":[0.5],"type":13},"mainTiling":{"value":[1,1],"type":14},"mainOffset":{"value":[0,0],"type":14}},"program":"builtin-unlit|unlit-vs|unlit-fs"}]},{"name":"transparent","passes":[{"stage":"transparent","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":true,"depthWrite":true},"properties":{"diffuseTexture":{"value":"white","type":29},"diffuseColor":{"value":[1,1,1,1],"editor":{"type":"color"},"type":16},"alphaThreshold":{"value":[0.5],"type":13},"mainTiling":{"value":[1,1],"type":14},"mainOffset":{"value":[0,0],"type":14}},"program":"builtin-unlit|unlit-vs|unlit-fs"}]}],"shaders":[{"hash":1307790584,"glsl3":{"vert":"\nprecision highp float;\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform MAIN_TILING {\n vec2 mainTiling;\n vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n out lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform UNLIT {\n lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n in mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mediump mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\nvoid main () {\n StandardVertInput In;\n CCVertInput(In);\n #if CC_USE_ATTRIBUTE_COLOR\n v_color = In.color;\n #endif\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n v_uv0 = In.uv * mainTiling + mainOffset;\n #endif\n gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n vec4 color = diffuseColor;\n #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_diffuseTexture\n diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n color.a *= diffuseTexture_tmp.a;\n #else\n color *= diffuseTexture_tmp;\n #endif\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n color *= v_color;\n #endif\n ALPHA_TEST(color);\n gl_FragColor = CCFragOutput(color);\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplers":[]}},"defines":[{"name":"CC_USE_SKINNING","type":"boolean","defines":[]},{"name":"CC_USE_JOINTS_TEXTRUE","type":"boolean","defines":["CC_USE_SKINNING"]},{"name":"CC_JOINTS_TEXTURE_FLOAT32","type":"boolean","defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"]},{"name":"CC_USE_ATTRIBUTE_UV0","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_COLOR","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_NORMAL","type":"boolean","defines":[]},{"name":"CC_USE_ATTRIBUTE_TANGENT","type":"boolean","defines":[]},{"name":"USE_DIFFUSE_TEXTURE","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"OUTPUT_TO_GAMMA","type":"boolean","defines":[]},{"name":"CC_USE_ALPHA_ATLAS_diffuseTexture","type":"boolean","defines":["CC_USE_ATTRIBUTE_UV0","USE_DIFFUSE_TEXTURE"]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":["CC_USE_ATTRIBUTE_UV0","USE_DIFFUSE_TEXTURE"]}],"blocks":[{"name":"SKINNING","members":[{"name":"jointsTextureSize","type":14,"count":1}],"defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"],"binding":0},{"name":"JOINT_MATRIX","members":[{"name":"jointMatrices","type":26,"count":50}],"defines":["CC_USE_SKINNING"],"binding":1},{"name":"MAIN_TILING","members":[{"name":"mainTiling","type":14,"count":1},{"name":"mainOffset","type":14,"count":1}],"defines":[],"binding":2},{"name":"ALPHA_TEST","members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"],"binding":3},{"name":"UNLIT","members":[{"name":"diffuseColor","type":16,"count":1}],"defines":[],"binding":4}],"samplers":[{"name":"jointsTexture","type":29,"count":1,"defines":["CC_USE_SKINNING","CC_USE_JOINTS_TEXTRUE"],"binding":30},{"name":"diffuseTexture","type":29,"count":1,"defines":["USE_DIFFUSE_TEXTURE"],"binding":31}],"record":null,"name":"builtin-unlit|unlit-vs|unlit-fs"}]}] |