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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Added outline-only shader Spine/Outline/OutlineOnly-ZWrite respecting overlapping attachments. Renders in two passes. Closes #1751.
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@ -236,6 +236,7 @@
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* Added **SkeletonGraphic Timeline support**. Added supprot for multi-track Timeline preview in the Editor outside of play mode (multi-track scrubbing). See the [Timeline-Extension-UPM-Package](http://esotericsoftware.com/spine-unity#Timeline-Extension-UPM-Package) section of the spine-unity documentation for more information.
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* Added support for double-sided lighting at all `SkeletonLit` shaders (including URP and LWRP packages).
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* Added frustum culling update mode parameters `Update When Invisible` (Inspector parameter) and `UpdateMode` (available via code) to all Skeleton components. This provides a simple way to disable certain updates when the `Renderer` is no longer visible (outside all cameras, culled in frustum culling). The new `UpdateMode` property allows disabling updates at a finer granularity level than disabling the whole component. Available modes are: `Nothing`, `OnlyAnimationStatus`, `EverythingExceptMesh` and `FullUpdate`.
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* Added a new `Spine/Outline/OutlineOnly-ZWrite` shader to provide correct outline-only rendering. Note: the shader requires two render passes and is therefore not compatible with URP. The `Spine Examples/Other Examples/Outline Shaders` example scene has been updated to demonstrate the new shader.
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* **Changes of default values**
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: hero-pro_MaterialOutlineOnly
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m_Shader: {fileID: 4800000, guid: 177da18c3d2e0aa4cb39990ea011973c, type: 3}
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m_ShaderKeywords: _USE8NEIGHBOURHOOD_ON
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- _OutlineReferenceTexWidth: 1024
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- _OutlineSmoothness: 1
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- _OutlineWidth: 3
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- _StencilRef: 1
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#ifndef SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#define SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _Cutoff;
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float _ZWriteOffset;
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struct VertexInput {
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float4 positionOS : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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VertexOutput DepthOnlyVertex (VertexInput v) {
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VertexOutput o;
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o.positionCS = UnityObjectToClipPos(v.positionOS - float4(0, 0, _ZWriteOffset, 0));
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o.texcoordAndAlpha.xy = v.texcoord;
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o.texcoordAndAlpha.z = 0;
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o.texcoordAndAlpha.a = v.vertexColor.a;
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return o;
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}
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float4 DepthOnlyFragment (VertexOutput input) : SV_Target{
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float4 texColor = tex2D(_MainTex, input.texcoordAndAlpha.rg);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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clip(texColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,62 @@
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Shader "Spine/Outline/OutlineOnly-ZWrite" {
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Properties {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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_ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
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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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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Lighting Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass
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{
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Name "DepthOnly"
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ZWrite On
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ColorMask 0
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Cull Off
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CGPROGRAM
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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#include "../CGIncludes/Spine-DepthOnlyPass.cginc"
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ENDCG
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}
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Pass {
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Name "Outline"
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CGPROGRAM
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#include "CGIncludes/Spine-Outline-Pass.cginc"
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ENDCG
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}
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}
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FallBack "Spine/Skeleton"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,9 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
x
Reference in New Issue
Block a user