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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[unity] Fixed URP and LWRP SkeletonLit shader not receiving shadows. Closes #1840. Now another known issue of the Sprite shader is surfacing, not handling shadows correctly when rotated 180 degrees (see #1842).
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@ -5,6 +5,10 @@
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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#define SKELETONLIT_RECEIVE_SHADOWS
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#endif
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struct appdata {
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struct appdata {
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float3 pos : POSITION;
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float3 pos : POSITION;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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@ -18,25 +22,32 @@ struct VertexOutput {
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half4 color : COLOR0;
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half4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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float4 shadowCoord : TEXCOORD1;
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half3 shadowedColor : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
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Light mainLight = GetMainLight();
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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half3 additionalLightColor = half3(0, 0, 0);
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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{
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{
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Light light = GetAdditionalLight(i, positionWS);
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Light light = GetAdditionalLight(i, positionWS);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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}
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}
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#endif
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#endif
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return diffuseLightColor;
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shadowedColor = additionalLightColor;
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return mainLightColor + additionalLightColor;
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}
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}
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VertexOutput vert(appdata v) {
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VertexOutput vert(appdata v) {
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@ -57,7 +68,11 @@ VertexOutput vert(appdata v) {
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normalWS *= faceSign;
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normalWS *= faceSign;
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#endif
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#endif
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
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half3 shadowedColor;
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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o.shadowedColor = shadowedColor;
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#endif
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// Note: ambient light is also handled via SH.
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// Note: ambient light is also handled via SH.
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half3 vertexSH;
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half3 vertexSH;
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@ -67,6 +82,13 @@ VertexOutput vert(appdata v) {
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o.color = color;
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o.color = color;
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o.uv0 = v.uv0;
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o.uv0 = v.uv0;
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o.pos = TransformWorldToHClip(positionWS);
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o.pos = TransformWorldToHClip(positionWS);
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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VertexPositionInputs vertexInput;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = o.pos;
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o.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return o;
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return o;
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}
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}
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@ -74,12 +96,18 @@ half4 frag(VertexOutput i) : SV_Target{
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half4 tex = tex2D(_MainTex, i.uv0);
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half4 tex = tex2D(_MainTex, i.uv0);
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half4 col;
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half4 col;
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
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i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
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#endif
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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col.rgb = tex.rgb * i.color.rgb * tex.a;
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col.rgb = tex.rgb * i.color.rgb * tex.a;
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#else
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#else
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col.rgb = tex.rgb * i.color.rgb;
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col.rgb = tex.rgb * i.color.rgb;
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#endif
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#endif
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col.a = tex.a * i.color.a;
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col.a = tex.a * i.color.a;
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return col;
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return col;
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}
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}
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@ -7,6 +7,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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@ -62,6 +63,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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// Spine related keywords
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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#pragma target 2.0
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#pragma target 2.0
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@ -5,6 +5,10 @@
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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#define SKELETONLIT_RECEIVE_SHADOWS
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#endif
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struct appdata {
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struct appdata {
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float3 pos : POSITION;
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float3 pos : POSITION;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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@ -18,25 +22,32 @@ struct VertexOutput {
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half4 color : COLOR0;
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half4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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float4 shadowCoord : TEXCOORD1;
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half3 shadowedColor : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
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Light mainLight = GetMainLight();
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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half3 additionalLightColor = half3(0, 0, 0);
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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{
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{
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Light light = GetAdditionalLight(i, positionWS);
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Light light = GetAdditionalLight(i, positionWS);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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}
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}
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#endif
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#endif
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return diffuseLightColor;
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shadowedColor = additionalLightColor;
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return mainLightColor + additionalLightColor;
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}
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}
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VertexOutput vert(appdata v) {
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VertexOutput vert(appdata v) {
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@ -57,7 +68,11 @@ VertexOutput vert(appdata v) {
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normalWS *= faceSign;
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normalWS *= faceSign;
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#endif
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#endif
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
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half3 shadowedColor;
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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o.shadowedColor = shadowedColor;
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#endif
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// Note: ambient light is also handled via SH.
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// Note: ambient light is also handled via SH.
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half3 vertexSH;
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half3 vertexSH;
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@ -67,6 +82,13 @@ VertexOutput vert(appdata v) {
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o.color = color;
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o.color = color;
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o.uv0 = v.uv0;
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o.uv0 = v.uv0;
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o.pos = TransformWorldToHClip(positionWS);
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o.pos = TransformWorldToHClip(positionWS);
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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VertexPositionInputs vertexInput;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = o.pos;
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o.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return o;
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return o;
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}
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}
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@ -74,12 +96,18 @@ half4 frag(VertexOutput i) : SV_Target{
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half4 tex = tex2D(_MainTex, i.uv0);
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half4 tex = tex2D(_MainTex, i.uv0);
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half4 col;
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half4 col;
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
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i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
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#endif
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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col.rgb = tex.rgb * i.color.rgb * tex.a;
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col.rgb = tex.rgb * i.color.rgb * tex.a;
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#else
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#else
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col.rgb = tex.rgb * i.color.rgb;
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col.rgb = tex.rgb * i.color.rgb;
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#endif
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#endif
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col.a = tex.a * i.color.a;
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col.a = tex.a * i.color.a;
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return col;
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return col;
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}
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}
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@ -3,6 +3,7 @@
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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@ -57,6 +58,7 @@
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// Spine related keywords
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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