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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] URP shaders: Fixed more shader compile errors at some project configurations.
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@ -43,6 +43,19 @@ uint GetMeshRenderingLayerBackwardsCompatible()
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}
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}
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#endif
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#endif
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// copy of an older version of InputData before additional members were added in more recent URP versions.
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struct InputDataBackwardsCompatible {
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float3 positionWS;
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half3 normalWS;
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half3 viewDirectionWS;
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float4 shadowCoord;
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//half fogCoord;
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half3 vertexLighting;
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half3 bakedGI;
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float2 normalizedScreenSpaceUV;
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half4 shadowMask;
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};
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#if USE_FORWARD_PLUS
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#if USE_FORWARD_PLUS
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// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
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// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
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#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN
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#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN
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@ -87,7 +87,7 @@ half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, h
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half3 additionalLightColor = half3(0, 0, 0);
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half3 additionalLightColor = half3(0, 0, 0);
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shadowedColor = half3(0, 0, 0);
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shadowedColor = half3(0, 0, 0);
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InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
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InputDataBackwardsCompatible inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
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inputData.positionWS = positionWS;
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inputData.positionWS = positionWS;
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
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@ -56,7 +56,7 @@ struct VertexOutputLWRP
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// Vertex and Fragment functions //
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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half4 CalculateShadowMaskBackwardsCompatible(InputData inputData)
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half4 CalculateShadowMaskBackwardsCompatible(InputDataBackwardsCompatible inputData)
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{
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{
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// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
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// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
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#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
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#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
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@ -102,7 +102,7 @@ half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir,
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#if defined(SPECULAR)
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#if defined(SPECULAR)
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half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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half3 ProcessLightPBRSimplified(InputDataBackwardsCompatible inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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{
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{
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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@ -116,7 +116,7 @@ half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 sh
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return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
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return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
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}
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}
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half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
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half4 LightweightFragmentPBRSimplified(InputDataBackwardsCompatible inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
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half smoothness, half3 emission, half4 vertexColor)
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half smoothness, half3 emission, half4 vertexColor)
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{
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{
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#if !defined(_TINT_BLACK_ON)
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#if !defined(_TINT_BLACK_ON)
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@ -179,7 +179,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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#else // !SPECULAR
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#else // !SPECULAR
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half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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half3 ProcessLightLambert(InputDataBackwardsCompatible inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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{
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{
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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@ -201,7 +201,7 @@ half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRender
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#endif
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#endif
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}
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}
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half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
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half4 LightweightFragmentBlinnPhongSimplified(InputDataBackwardsCompatible inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
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{
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{
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#if !defined(_TINT_BLACK_ON)
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#if !defined(_TINT_BLACK_ON)
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half4 diffuse = texDiffuseAlpha * vertexColor;
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half4 diffuse = texDiffuseAlpha * vertexColor;
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@ -334,7 +334,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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#endif
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#endif
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// fill out InputData struct
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// fill out InputData struct
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InputData inputData;
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InputDataBackwardsCompatible inputData;
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#if !defined(_RECEIVE_SHADOWS_OFF)
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#if !defined(_RECEIVE_SHADOWS_OFF)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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inputData.shadowCoord = input.shadowCoord;
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