diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders.meta b/spine-unity/Assets/spine-unity/Modules/Shaders.meta new file mode 100644 index 000000000..6cf986849 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3e6a65e2576c5b74dabb05c3d3fc2ae4 +folderAsset: yes +timeCreated: 1479258132 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader new file mode 100644 index 000000000..44772df7e --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader @@ -0,0 +1,92 @@ +Shader "Spine/Skeleton Tint" { + Properties { + _Color ("Tint Color", Color) = (1,1,1,1) + _MainTex ("MainTex", 2D) = "black" {} + _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 + } + + SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + LOD 100 + + Fog { Mode Off } + Cull Off + ZWrite Off + Blend One OneMinusSrcAlpha + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + //#pragma multi_compile_fwdbase + #include "UnityCG.cginc" + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float4 _Color; + + struct VertexInput { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 vertexColor : COLOR; + }; + + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 vertexColor : COLOR; + }; + + VertexOutput vert (VertexInput v) { + VertexOutput o; + o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. + return o; + } + + float4 frag (VertexOutput i) : COLOR { + return (tex2D(_MainTex, i.uv) * i.vertexColor); + } + ENDCG + } + + Pass { + Name "Caster" + Tags { "LightMode"="ShadowCaster" } + Offset 1, 1 + + ZWrite On + ZTest LEqual + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #pragma fragmentoption ARB_precision_hint_fastest + #include "UnityCG.cginc" + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + }; + + uniform float4 _MainTex_ST; + + v2f vert (appdata_base v) { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + return o; + } + + uniform sampler2D _MainTex; + uniform fixed _Cutoff; + + float4 frag (v2f i) : COLOR { + fixed4 texcol = tex2D(_MainTex, i.uv); + clip(texcol.a - _Cutoff); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } + } +} diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta b/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta new file mode 100644 index 000000000..1efeec6a6 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 522f03282fd79be47b306e2ef4b593fd +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs index 3799e8f17..b938abde1 100644 --- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs +++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs @@ -174,7 +174,7 @@ namespace Spine.Unity { va.ComputeWorldVertices(slot, floats); Bone sb = slot.bone; - float bwx = sb.worldX, bwy = sb.worldY, ia, ib, ic, id; + float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY; sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id); for (int i = 0; i < bufferTargetSize; i++) {