Merge branch 'master' into spine-ue4

This commit is contained in:
badlogic 2016-12-14 10:15:22 +01:00
commit 08ef2ec560
24 changed files with 225 additions and 120 deletions

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@ -219,7 +219,7 @@ public class AnimationState {
}
if (entry.mixDuration > 0) queueEvents(from, animationTime);
events.length = 0;
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;

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@ -83,7 +83,7 @@ public dynamic class MeshAttachment extends VertexAttachment {
}
}
public function applyFFD (sourceAttachment:Attachment) : Boolean {
override public function applyDeform (sourceAttachment:VertexAttachment) : Boolean {
return this == sourceAttachment || (inheritDeform && _parentMesh == sourceAttachment);
}

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@ -582,6 +582,7 @@ static spAnimation* _spSkeletonBinary_readAnimation (spSkeletonBinary* self, con
kv_trim(spTimeline*, timelines);
animation = spAnimation_create(name, 0);
FREE(animation->timelines);
animation->duration = duration;
animation->timelinesCount = kv_size(timelines);
animation->timelines = kv_array(timelines);

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@ -42,7 +42,7 @@ public class Main extends Sprite {
var example:Class;
example = SpineboyExample;
// example = GoblinsExample;
// example = RaptorExample;
example = RaptorExample;
// example = TankExample;
// example = VineExample;
// example = StretchymanExample;

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@ -288,47 +288,56 @@ namespace Spine.Unity.Editor {
var sprites = new List<SpriteMetaData>(spriteSheet);
var regions = AtlasAssetInspector.GetRegions(atlas);
int textureHeight = texture.height;
char[] FilenameDelimiter = {'.'};
int updatedCount = 0;
int addedCount = 0;
foreach (var r in regions) {
int width, height;
if (r.rotate) {
width = r.height;
height = r.width;
} else {
width = r.width;
height = r.height;
}
int x = r.x;
int y = textureHeight - height - r.y;
string pageName = r.page.name.Split(FilenameDelimiter, StringSplitOptions.RemoveEmptyEntries)[0];
string textureName = texture.name;
bool pageMatch = string.Equals(pageName, textureName,StringComparison.Ordinal);
bool pageMatch = string.Equals(pageName, textureName, StringComparison.Ordinal);
// if (pageMatch) {
// int pw = r.page.width;
// int ph = r.page.height;
// bool mismatchSize = pw != texture.width || pw > t.maxTextureSize || ph != texture.height || ph > t.maxTextureSize;
// if (mismatchSize)
// Debug.LogWarningFormat("Size mismatch found.\nExpected atlas size is {0}x{1}. Texture Import Max Size of texture '{2}'({4}x{5}) is currently set to {3}.", pw, ph, texture.name, t.maxTextureSize, texture.width, texture.height);
// }
int spriteIndex = pageMatch ? sprites.FindIndex(
(s) => string.Equals(s.name, r.name, StringComparison.Ordinal)
) : -1;
bool matchFound = spriteIndex >= 0;
bool spriteNameMatchExists = spriteIndex >= 0;
if (matchFound) {
var s = sprites[spriteIndex];
s.rect = new Rect(x, y, width, height);
sprites[spriteIndex] = s;
updatedCount++;
} else {
if (pageMatch) {
if (pageMatch) {
Rect spriteRect = new Rect();
if (r.rotate) {
spriteRect.width = r.height;
spriteRect.height = r.width;
} else {
spriteRect.width = r.width;
spriteRect.height = r.height;
}
spriteRect.x = r.x;
spriteRect.y = r.page.height - spriteRect.height - r.y;
if (spriteNameMatchExists) {
var s = sprites[spriteIndex];
s.rect = spriteRect;
sprites[spriteIndex] = s;
updatedCount++;
} else {
sprites.Add(new SpriteMetaData {
name = r.name,
pivot = new Vector2(0.5f, 0.5f),
rect = new Rect(x, y, width, height)
rect = spriteRect
});
addedCount++;
}
}
}
t.spritesheet = sprites.ToArray();

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@ -55,7 +55,7 @@ namespace Spine.Unity {
public bool followBoneRotation = true;
[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
public bool followSkeletonFlip = false;
public bool followSkeletonFlip = true;
[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
public bool followLocalScale = false;

View File

@ -51,6 +51,51 @@ namespace Spine.Unity.Editor {
targetBoneFollower.SkeletonRenderer.Initialize(false);
}
public void OnSceneGUI () {
if (targetBoneFollower == null) return;
var skeletonRendererComponent = targetBoneFollower.skeletonRenderer;
if (skeletonRendererComponent == null) return;
var transform = skeletonRendererComponent.transform;
var skeleton = skeletonRendererComponent.skeleton;
if (string.IsNullOrEmpty(targetBoneFollower.boneName)) {
SpineHandles.DrawBones(transform, skeleton);
SpineHandles.DrawBoneNames(transform, skeleton);
Handles.Label(targetBoneFollower.transform.position, "No bone selected", EditorStyles.helpBox);
} else {
var targetBone = targetBoneFollower.bone;
if (targetBone == null) return;
SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor);
Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle);
}
}
#region Context Menu Item
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = new GameObject("BoneFollower");
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<BoneFollower>();
f.skeletonRenderer = skeletonRenderer;
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower");
}
// Validate
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
return skeletonRenderer.valid;
}
#endregion
override public void OnInspectorGUI () {
if (needsReset) {
targetBoneFollower.Initialize();

View File

@ -531,7 +531,7 @@ namespace Spine.Unity.Editor {
bool abortSkeletonImport = false;
foreach (string sp in skeletonPaths) {
if (!reimport && CheckForValidSkeletonData(sp)) {
ClearExistingSkeletonData(sp);
ReloadSkeletonData(sp);
continue;
}
@ -596,7 +596,7 @@ namespace Spine.Unity.Editor {
// Any post processing of images
}
static void ClearExistingSkeletonData (string skeletonJSONPath) {
static void ReloadSkeletonData (string skeletonJSONPath) {
string dir = Path.GetDirectoryName(skeletonJSONPath);
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
DirectoryInfo dirInfo = new DirectoryInfo(dir);
@ -611,6 +611,7 @@ namespace Spine.Unity.Editor {
if (Selection.activeObject == skeletonDataAsset)
Selection.activeObject = null;
Debug.LogFormat("Changes to '{0}' detected. Clearing SkeletonDataAsset: {1}", skeletonJSONPath, localPath);
skeletonDataAsset.Clear();
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(skeletonDataAsset));
@ -643,9 +644,8 @@ namespace Spine.Unity.Editor {
// if (currentHash == null || lastHash != currentHash)
// Do any upkeep on synchronized assets
if (currentHash != null) {
if (currentHash != null)
EditorPrefs.SetString(guid + "_hash", currentHash);
}
}
}
}
@ -1399,17 +1399,18 @@ namespace Spine.Unity.Editor {
public static Color TransformContraintColor { get { return new Color(170/255f, 226/255f, 35/255f); } }
public static Color IkColor { get { return new Color(228/255f,90/255f,43/255f); } }
static Vector3[] _boneMeshVerts = {
new Vector3(0, 0, 0),
new Vector3(0.1f, 0.1f, 0),
new Vector3(1, 0, 0),
new Vector3(0.1f, -0.1f, 0)
};
static Mesh _boneMesh;
public static Mesh BoneMesh {
get {
if (_boneMesh == null) {
_boneMesh = new Mesh {
vertices = new [] {
new Vector3(0, 0, 0),
new Vector3(0.1f, 0.1f, 0),
new Vector3(1, 0, 0),
new Vector3(0.1f, -0.1f, 0)
},
vertices = _boneMeshVerts,
uv = new Vector2[4],
triangles = new [] { 0, 1, 2, 2, 3, 0 }
};
@ -1506,6 +1507,34 @@ namespace Spine.Unity.Editor {
}
}
static Vector3[] _boneWireBuffer = new Vector3[5];
static Vector3[] GetBoneWireBuffer (Matrix4x4 m) {
for (int i = 0, n = _boneMeshVerts.Length; i < n; i++)
_boneWireBuffer[i] = m.MultiplyPoint(_boneMeshVerts[i]);
_boneWireBuffer[4] = _boneWireBuffer[0]; // closed polygon.
return _boneWireBuffer;
}
public static void DrawBoneWireframe (Transform transform, Bone b, Color color) {
Handles.color = color;
var pos = new Vector3(b.WorldX, b.WorldY, 0);
float length = b.Data.Length;
if (length > 0) {
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX);
Vector3 scale = Vector3.one * length * b.WorldScaleX;
const float my = 1.5f;
scale.y *= (SpineHandles.handleScale + 1f) * 0.5f;
scale.y = Mathf.Clamp(scale.x, -my, my);
Handles.DrawPolyLine(GetBoneWireBuffer(transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale)));
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, color, transform.forward);
} else {
var wp = transform.TransformPoint(pos);
DrawBoneCircle(wp, color, transform.forward);
}
}
public static void DrawBone (Transform transform, Bone b, float boneScale) {
var pos = new Vector3(b.WorldX, b.WorldY, 0);
float length = b.Data.Length;

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@ -45,11 +45,37 @@ namespace Spine.Unity.Modules {
[SpineSlot] public string slot;
#endregion
#if UNITY_EDITOR
void OnValidate () {
var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer;
bool apma;
if (skeletonRenderer != null) {
apma = skeletonRenderer.pmaVertexColors;
} else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic;
apma = skeletonGraphic != null && skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
}
if (apma) {
try {
sprite.texture.GetPixel(0, 0);
} catch (UnityException e) {
Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
throw e;
}
}
}
#endif
RegionAttachment attachment;
bool applyPMA;
Dictionary<Texture, AtlasPage> atlasPageCache = new Dictionary<Texture, AtlasPage>();
AtlasPage GetPageFor (Texture texture, Shader shader) {
static Dictionary<Texture, AtlasPage> atlasPageCache;
static AtlasPage GetPageFor (Texture texture, Shader shader) {
if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
AtlasPage atlasPage;
atlasPageCache.TryGetValue(texture, out atlasPage);
if (atlasPage == null) {
@ -76,7 +102,7 @@ namespace Spine.Unity.Modules {
}
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(GetPageFor(sprite.texture, attachmentShader));
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment;
}
}

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@ -175,11 +175,12 @@ namespace Spine.Unity.Editor {
#region Menus
[MenuItem("CONTEXT/SkeletonRenderer/Add BoundingBoxFollower GameObject")]
static void AddBoundingBoxFollowerChild (MenuCommand command) {
AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
var go = AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
}
#endregion
static void AddBoundingBoxFollowerChild (SkeletonRenderer sr, BoundingBoxFollower original = null) {
static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer sr, BoundingBoxFollower original = null) {
var go = new GameObject("BoundingBoxFollower");
go.transform.SetParent(sr.transform, false);
var newFollower = go.AddComponent<BoundingBoxFollower>();
@ -196,6 +197,7 @@ namespace Spine.Unity.Editor {
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
return go;
}
}

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@ -90,26 +90,6 @@ inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
float ramp = clamp(((angleDot * 0.5) + 0.5) * attenuation, 0.0, 1.0);
return lightColor * calculateDiffuseRamp(ramp);
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Blending functions
//

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@ -39,11 +39,9 @@ inline half3 calculateSpriteWorldNormal(VertexInput vertex)
//Rotate fixed normal by inverse camera matrix to convert the fixed normal into world space
float3x3 invView = transpose((float3x3)UNITY_MATRIX_VP);
float3 normal = _FixedNormal.xyz;
#if UNITY_REVERSED_Z
normal.z = -normal.z;
#endif
return normalize(mul(invView, normal));
#endif // !MESH_NORMALS
}
@ -84,6 +82,36 @@ inline half3 calculateSpriteWorldBinormal(half3 normalWorld, half3 tangentWorld,
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
//Disable for softer, more traditional diffuse ramping
#define HARD_DIFFUSE_RAMP
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
float d = angleDot * 0.5 + 0.5;
#if defined(HARD_DIFFUSE_RAMP)
half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
return lightColor * ramp;
#else
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * (attenuation * 2);
#endif
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Rim Lighting functions
//

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@ -55,10 +55,10 @@ inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld)
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
float angleDot = dotClamped(normalWorld, lightWorldDirection);
float angleDot = max(0, dot(normalWorld, lightWorldDirection));
#if defined(_DIFFUSE_RAMP)
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, sqrt(attenuation), angleDot);
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
#else
fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
#endif // _DIFFUSE_RAMP
@ -147,7 +147,7 @@ fixed4 fragBase(VertexOutput input) : SV_Target
fixed3 diffuse = calculateLightDiffuse(input, normalWorld);
//Combine along with vertex lighting for the base lighting pass
fixed3 lighting = saturate(ambient + diffuse + input.vertexLighting);
fixed3 lighting = ambient + diffuse + input.vertexLighting;
APPLY_EMISSION(lighting, input.texcoord)

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@ -126,7 +126,7 @@ struct VertexLightInfo
fixed3 lightColor;
#if defined(_DIFFUSE_RAMP)
float attenuationSqrt;
float attenuation;
#endif // _DIFFUSE_RAMP
};
@ -134,7 +134,7 @@ inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
{
VertexLightInfo lightInfo;
//For directional lights _WorldSpaceLightPos0.w is set to zero
//For directional lights unity_LightPosition.w is set to zero
lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
@ -157,7 +157,7 @@ inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
#if defined(_DIFFUSE_RAMP)
lightInfo.lightColor = unity_LightColor[index].rgb;
lightInfo.attenuationSqrt = sqrt(attenuation);
lightInfo.attenuation = attenuation;
#else
lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
#endif // _DIFFUSE_RAMP
@ -205,25 +205,23 @@ fixed3 calculateAmbientLight(half3 normalWorld)
}
////////////////////////////////////////
// Light Packing Functions (this stuff gets messy!)
// Light Packing Functions
//
#if defined(_DIFFUSE_RAMP)
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 normal, half3 lightDirection, float attenuation)
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
{
float angleDot = max(0, dot(normal, lightDirection));
fixed3 diffuse = calculateRampedDiffuse(lightColor, attenuation, angleDot);
return diffuse;
float angleDot = max(0, dot(viewNormal, lightViewDir));
return calculateRampedDiffuse(lightColor, attenuation, angleDot);
}
#else
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 normal, half3 lightDirection)
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
{
float angleDot = max(0, dot(normal, lightDirection));
fixed3 diffuse = attenuatedLightColor * angleDot;
return diffuse;
float angleDot = max(0, dot(viewNormal, lightViewDir));
return attenuatedLightColor * angleDot;
}
#endif // _NORMALMAP
@ -231,16 +229,6 @@ inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 normal, h
#if defined(PER_PIXEL_LIGHTING)
inline VertexLightInfo getVertexLightAttenuatedInfoWorldSpace(int index, float3 viewPos)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
//Convert light direction from view space to world space
lightInfo.lightDirection = normalize(mul((float3x3)UNITY_MATRIX_V, lightInfo.lightDirection));
return lightInfo;
}
#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
#define VERTEX_LIGHT_0_R VertexLightInfo4.x
#define VERTEX_LIGHT_0_G VertexLightInfo4.y
@ -277,24 +265,24 @@ inline VertexLightInfo getVertexLightAttenuatedInfoWorldSpace(int index, float3
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
{ \
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuationSqrt; \
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
}
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(vertexLightColor, normalDirection, vertexLightDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
}
#else
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(vertexLightColor, normalDirection, vertexLightDir); \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
}
#endif
#define PACK_VERTEX_LIGHT(index, output, viewPos) \
{ \
VertexLightInfo lightInfo = getVertexLightAttenuatedInfoWorldSpace(index, viewPos); \
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
@ -302,11 +290,11 @@ inline VertexLightInfo getVertexLightAttenuatedInfoWorldSpace(int index, float3
PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
}
#define ADD_VERTEX_LIGHT(index, input, normalDirection, diffuse) \
#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
{ \
half3 vertexLightDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 vertexLightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
}
#else //!PER_PIXEL_LIGHTING
@ -318,8 +306,8 @@ inline VertexLightInfo getVertexLightAttenuatedInfoWorldSpace(int index, float3
inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
float diff = max (0, dot (viewNormal, lightInfo.lightDirection));
return lightInfo.lightColor * diff;
float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
return lightInfo.lightColor * angleDot;
}
#endif // !PER_PIXEL_LIGHTING
@ -405,10 +393,11 @@ fixed4 frag(VertexOutput input) : SV_Target
fixed3 diffuse = fixed3(0,0,0);
//Add each vertex light to diffuse
ADD_VERTEX_LIGHT(0, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(1, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(2, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(3, input, normalWorld, diffuse)
half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
fixed3 lighting = ambient + diffuse;

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@ -27,7 +27,7 @@ Shader "Spine/Sprite/Pixel Lit"
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
@ -36,7 +36,7 @@ Shader "Spine/Sprite/Pixel Lit"
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" }
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" }
LOD 200
Pass
@ -64,7 +64,7 @@ Shader "Spine/Sprite/Pixel Lit"
#pragma shader_feature _FOG
#pragma multi_compile_fwdbase
#pragma fragmentoption ARB_precision_hint_fastest
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma vertex vert

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@ -16,7 +16,7 @@ Shader "Spine/Sprite/Unlit"
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
@ -25,7 +25,7 @@ Shader "Spine/Sprite/Unlit"
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" }
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" }
LOD 100
Pass

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@ -27,7 +27,7 @@ Shader "Spine/Sprite/Vertex Lit"
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
@ -36,7 +36,7 @@ Shader "Spine/Sprite/Vertex Lit"
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" }
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" }
LOD 150
Pass

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@ -266,7 +266,9 @@ namespace Spine.Unity.Modules {
[MenuItem ("CONTEXT/SkeletonRenderer/Add Skeleton Render Separator")]
static void AddRenderSeparatorComponent (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
var newComponent = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
Undo.RegisterCreatedObjectUndo(newComponent, "Add SkeletonRenderSeparator");
}
// Validate

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@ -233,7 +233,6 @@ namespace Spine.Unity.Editor {
menu.AddItem(new GUIContent(bones.Items[i].Data.Name), bones.Items[i].Data.Name == current, callback, bones.Items[i]);
menu.ShowAsContext();
}
void TargetBoneSelected (object obj) {

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@ -55,7 +55,6 @@ namespace Spine.Unity.Editor {
GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
GUIContent SlotsRootLabel = new GUIContent("Slots", Icons.slotRoot);
static AnimBool showSlots = new AnimBool(false);
static bool showPaths = true;
static bool debugSkeleton = false;
void OnEnable () {
@ -102,10 +101,6 @@ namespace Spine.Unity.Editor {
debugSkeleton = EditorGUILayout.Foldout(debugSkeleton, "Debug Skeleton");
if (debugSkeleton) {
EditorGUI.BeginChangeCheck();
showPaths = EditorGUILayout.Toggle("Show Paths", showPaths);
requireRepaint |= EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
skeleton.FlipX = EditorGUILayout.ToggleLeft("skeleton.FlipX", skeleton.FlipX);
skeleton.FlipY = EditorGUILayout.ToggleLeft("skeleton.FlipY", skeleton.FlipY);

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@ -224,7 +224,7 @@ namespace Spine.Unity {
var utilityBones = this.utilityBones;
for (int i = 0, n = utilityBones.Count; i < n; i++) {
var b = utilityBones[i];
if (b.bone == null) return;
if (b.bone == null) continue;
hasTransformBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
hasUtilityConstraints |= constraintTargets.Contains(b.bone);
}