mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge branch 'master' into spine-ue4
This commit is contained in:
commit
08ef2ec560
Binary file not shown.
@ -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;
|
||||
|
||||
|
||||
@ -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);
|
||||
}
|
||||
|
||||
|
||||
@ -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);
|
||||
|
||||
Binary file not shown.
@ -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;
|
||||
|
||||
Binary file not shown.
@ -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();
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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
|
||||
//
|
||||
|
||||
@ -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
|
||||
//
|
||||
|
||||
@ -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)
|
||||
|
||||
|
||||
@ -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;
|
||||
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user