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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 **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 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 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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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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m_LineSpacing: 1
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m_Text: Add Z-Spacing at the SkeletonRenderer Component to receive outlines around
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each attachment.
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m_PrefabInternal: {fileID: 0}
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m_Name:
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customMaterialOverrides:
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--- !u!114 &2051539991
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MonoBehaviour:
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@ -1254,6 +1563,8 @@ MonoBehaviour:
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zSpacing: 0
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@ -1286,7 +1597,7 @@ MeshRenderer:
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@ -0,0 +1,41 @@
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m_PrefabAsset: {fileID: 0}
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disabledShaderPasses: []
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m_SavedProperties:
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m_Offset: {x: 0, y: 0}
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m_Floats:
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m_Colors:
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- _FillColor: {r: 1, g: 1, b: 1, a: 1}
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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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@ -0,0 +1,41 @@
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|
#ifndef SPRITES_DEPTH_ONLY_PASS_INCLUDED
|
||||||
|
#define SPRITES_DEPTH_ONLY_PASS_INCLUDED
|
||||||
|
|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float _Cutoff;
|
||||||
|
float _ZWriteOffset;
|
||||||
|
|
||||||
|
struct VertexInput {
|
||||||
|
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 {
|
||||||
|
float4 positionCS : SV_POSITION;
|
||||||
|
float4 texcoordAndAlpha: TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
VertexOutput DepthOnlyVertex (VertexInput v) {
|
||||||
|
VertexOutput o;
|
||||||
|
o.positionCS = UnityObjectToClipPos(v.positionOS - float4(0, 0, _ZWriteOffset, 0));
|
||||||
|
o.texcoordAndAlpha.xy = v.texcoord;
|
||||||
|
o.texcoordAndAlpha.z = 0;
|
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|
o.texcoordAndAlpha.a = v.vertexColor.a;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 DepthOnlyFragment (VertexOutput input) : SV_Target{
|
||||||
|
float4 texColor = tex2D(_MainTex, input.texcoordAndAlpha.rg);
|
||||||
|
|
||||||
|
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||||
|
texColor.rgb *= texColor.a;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
clip(texColor.a * input.texcoordAndAlpha.a - _Cutoff);
|
||||||
|
return 0;
|
||||||
|
}
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|
|
||||||
|
#endif
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@ -0,0 +1,9 @@
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|
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guid: 27351ce55d3beb643ae8d9385db21941
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,62 @@
|
|||||||
|
Shader "Spine/Outline/OutlineOnly-ZWrite" {
|
||||||
|
Properties {
|
||||||
|
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
|
||||||
|
_ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
|
||||||
|
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||||
|
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||||
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
|
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
|
||||||
|
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
|
||||||
|
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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|
|
||||||
|
Fog { Mode Off }
|
||||||
|
Cull Off
|
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|
ZWrite Off
|
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|
Blend One OneMinusSrcAlpha
|
||||||
|
Lighting Off
|
||||||
|
|
||||||
|
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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|
|
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|
Pass
|
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|
{
|
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|
Name "DepthOnly"
|
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|
|
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|
ZWrite On
|
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|
ColorMask 0
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex DepthOnlyVertex
|
||||||
|
#pragma fragment DepthOnlyFragment
|
||||||
|
#include "../CGIncludes/Spine-DepthOnlyPass.cginc"
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Name "Outline"
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vertOutline
|
||||||
|
#pragma fragment fragOutline
|
||||||
|
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
|
||||||
|
#include "CGIncludes/Spine-Outline-Pass.cginc"
|
||||||
|
ENDCG
|
||||||
|
}
|
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|
}
|
||||||
|
FallBack "Spine/Skeleton"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
|
}
|
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@ -0,0 +1,9 @@
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|
fileFormatVersion: 2
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guid: 177da18c3d2e0aa4cb39990ea011973c
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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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