mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Merge branch '4.1' into 4.2-beta
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commit
2a252c5283
@ -36,7 +36,7 @@ half4 DepthOnlyFragment(VaryingsSpine input) : SV_TARGET
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{
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fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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return input.positionCS.z;
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}
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#endif
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@ -29,6 +29,10 @@ struct VertexOutput {
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float4 shadowCoord : TEXCOORD1;
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half3 shadowedColor : TEXCOORD2;
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#endif
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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float3 positionWS : TEXCOORD3;
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half3 normalWS : TEXCOORD4;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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@ -45,7 +49,7 @@ half3 ProcessLight(float3 positionWS, half3 normalWS, uint meshRenderingLayers,
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return LightingLambert(attenuatedLightColor, light.direction, normalWS);
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}
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half3 LightweightLightVertexSimplified(float3 positionWS, float3 positionCS, half3 normalWS, out half3 shadowedColor) {
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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@ -55,29 +59,41 @@ half3 LightweightLightVertexSimplified(float3 positionWS, float3 positionCS, hal
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
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}
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#endif
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#else // !USE_FORWARD_PLUS
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int pixelLightCount = GetAdditionalLightsCount();
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// fill out InputData struct
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InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
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inputData.positionWS = positionWS;
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
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#else
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inputData.normalizedScreenSpaceUV = 0;
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#endif
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LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END_SPINE
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#endif // USE_FORWARD_PLUS
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#endif
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shadowedColor = additionalLightColor;
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return mainLightColor + additionalLightColor;
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}
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, half3 normalWS, out half3 shadowedColor) {
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half3 additionalLightColor = 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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inputData.positionWS = positionWS;
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
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uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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int pixelLightCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END_SPINE
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return additionalLightColor;
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}
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#endif
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VertexOutput vert(appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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@ -89,7 +105,6 @@ VertexOutput vert(appdata v) {
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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o.uv0 = v.uv0;
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o.pos = TransformWorldToHClip(positionWS);
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float3 positionCS = o.pos;
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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@ -99,6 +114,11 @@ VertexOutput vert(appdata v) {
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normalWS *= faceSign;
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#endif
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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o.positionWS = positionWS;
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o.normalWS = normalWS;
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#endif
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half3 shadowedColor;
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#if !defined(_LIGHT_AFFECTS_ADDITIVE)
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if (color.a == 0) {
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@ -111,7 +131,7 @@ VertexOutput vert(appdata v) {
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}
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#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
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color.rgb *= LightweightLightVertexSimplified(positionWS, positionCS, normalWS, 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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@ -145,6 +165,14 @@ half4 frag(VertexOutput i
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if (i.color.a == 0)
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return tex * i.color;
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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// USE_FORWARD_PLUS lights need to be processed in fragment shader,
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// otherwise light culling by vertex will create a very bad lighting result.
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half3 shadowedColor;
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i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos, i.normalWS, shadowedColor);
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i.shadowedColor += shadowedColor;
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#endif
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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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@ -36,7 +36,7 @@ half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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return input.positionCS.z;
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}
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#endif
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@ -38,9 +38,6 @@ struct VertexOutputLWRP
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#if defined(NEEDS_POSITION_WS)
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float4 positionWS : TEXCOORD8;
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#endif
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#if defined(_ADDITIONAL_LIGHTS)
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float4 positionCS : TEXCOORD9;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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@ -142,8 +139,9 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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#endif
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
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}
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#endif
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@ -217,8 +215,9 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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half4 shadowMask = half4(1, 1, 1, 1);
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#endif
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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}
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#endif
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@ -259,9 +258,6 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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#if defined(NEEDS_POSITION_WS)
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output.positionWS = float4(positionWS, 1);
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#endif
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#if defined(_ADDITIONAL_LIGHTS)
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output.positionCS = output.pos;
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#endif
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half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
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output.normalWorld.xyz = normalWS;
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@ -329,11 +325,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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inputData.positionWS = input.positionWS.rgb;
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#endif
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.pos);
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#else
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inputData.normalizedScreenSpaceUV = 0;
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#endif
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#if defined(SPECULAR)
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half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
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half metallic = metallicGloss.x;
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@ -66,6 +66,7 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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@ -103,7 +104,7 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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ColorMask R
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Cull Off
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HLSLPROGRAM
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@ -48,6 +48,7 @@
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
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// Farward+ renderer keywords
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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@ -58,6 +59,7 @@
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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//--------------------------------------
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// Spine related keywords
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@ -84,6 +86,7 @@
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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@ -122,7 +125,7 @@
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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ColorMask R
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Cull Off
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HLSLPROGRAM
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@ -108,6 +108,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// Farward+ renderer keywords
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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@ -119,6 +120,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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//--------------------------------------
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// Spine related keywords
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@ -141,6 +143,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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@ -177,7 +180,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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ColorMask R
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Cull Off
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HLSLPROGRAM
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.6",
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"version": "4.1.7",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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