Merge remote-tracking branch 'origin/3.6-beta' into 3.6-beta

This commit is contained in:
NathanSweet 2017-06-01 21:15:00 +02:00
commit 3b6b0f52e2
7 changed files with 145 additions and 37 deletions

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@ -97,6 +97,7 @@
* **Spine folder**. In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your existing project will update the appropriate files however you chose to arrange them, as long as the meta files are intact.
* **Breaking changes**
* The Sprite shaders module was updated to the latest version from the [source](https://github.com/traggett/UnitySpriteShaders/commits/master). Some changes were made to the underlying keyword structure. You may need to review the settings of your lit materials. Particularly, your Fixed Normals settings.
* The `Spine/Skeleton Lit` shader was switched over to non-fixed-function code. It now no longer requires mesh normals and has fixed normals at the shader level.
* The old MeshGenerator classes, interfaces and code in `Spine.Unity.MeshGeneration` are now deprecated. All mesh-generating components now share the class `Spine.Unity.MeshGenerator` defined in `SpineMesh.cs`. MeshGenerator is a serializable class.
* The `SkeletonRenderer.renderMeshes` optimization is currently non-functional.
* Old triangle-winding code has been removed from `SkeletonRenderer`. Please use shaders that have backface culling off.

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@ -236,8 +236,8 @@ void spAnimationState_dispose (spAnimationState* self) {
_spEventQueue_free(internal->queue);
FREE(internal->events);
FREE(internal->propertyIDs);
FREE(internal);
spTrackEntryArray_dispose(self->mixingTo);
FREE(internal);
}
void spAnimationState_update (spAnimationState* self, float delta) {

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@ -589,7 +589,8 @@ namespace Spine.Unity.Editor {
imagePaths.Add(str);
break;
case ".json":
if (IsSpineData((TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset))))
var jsonAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset));
if (jsonAsset != null && IsSpineData(jsonAsset))
skeletonPaths.Add(str);
break;
case ".bytes":
@ -1215,6 +1216,8 @@ namespace Spine.Unity.Editor {
}
public static bool IsSpineData (TextAsset asset) {
if (asset == null) return false;
bool isSpineData = false;
string rawVersion = null;

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@ -107,12 +107,12 @@ namespace Spine.Unity {
}
}
const float BoundsMinDefault = float.MaxValue;
const float BoundsMaxDefault = float.MinValue;
const float BoundsMinDefault = float.PositiveInfinity;
const float BoundsMaxDefault = float.NegativeInfinity;
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>();
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>();
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>();
[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
@ -940,7 +940,7 @@ namespace Spine.Unity {
mesh.uv = ubi;
mesh.colors32 = cbi;
if (meshBoundsMin.x == BoundsMinDefault) {
if (float.IsInfinity(meshBoundsMin.x)) { // meshBoundsMin.x == BoundsMinDefault // == doesn't work on float Infinity constants.
mesh.bounds = new Bounds();
} else {
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);

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@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
float4 frag (VertexOutput i) : COLOR {
float4 texColor = tex2D(_MainTex, i.uv);
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 1);
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
}
ENDCG
}

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@ -1,7 +1,7 @@
Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {}
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
}
SubShader {

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@ -1,9 +1,13 @@
Shader "Spine/Skeleton Lit" {
// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
// - Double-sided, no depth
Shader "Spine/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {}
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
}
// 2 texture stage GPUs
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
@ -12,14 +16,132 @@
ZWrite Off
Blend One OneMinusSrcAlpha
// Pass {
// Tags { "LightMode"="Vertex" }
// ColorMaterial AmbientAndDiffuse
// Lighting On
// SetTexture [_MainTex] {
// Combine texture * primary DOUBLE, texture * primary
// }
// }
Pass {
Tags { "LightMode"="Vertex" }
ColorMaterial AmbientAndDiffuse
Lighting On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
Tags {
"LIGHTMODE"="Vertex"
"QUEUE"="Transparent"
"IGNOREPROJECTOR"="true"
"RenderType"="Transparent"
}
}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
#if defined(SHADER_API_GLES)
#define LIGHT_LOOP_LIMIT 8
#elif defined(SHADER_API_N3DS)
#define LIGHT_LOOP_LIMIT 4
#else
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
#endif
#pragma multi_compile __ POINT SPOT
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half atten) {
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
// diffuse
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
return color * atten;
}
half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor) {
float3 dirToLight = unity_LightPosition[idx].xyz;
half att = 1.0;
#if defined(POINT) || defined(SPOT)
dirToLight -= eyePosition * unity_LightPosition[idx].w;
// distance attenuation
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
#if defined(SPOT)
// spot angle attenuation
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
att *= saturate(spotAtt);
#endif
#endif
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, att), 1.0);
}
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = v.color;
float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
half3 fixedNormal = half3(0,0,-1);
half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
half3 viewDir = 0.0;
// Lights
half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color);
}
color.rgb = lcolor.rgb;
o.color = saturate(color);
o.uv0 = v.uv0;
o.pos = UnityObjectToClipPos(v.pos);
return o;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput i) : SV_Target {
fixed4 tex = tex2D(_MainTex, i.uv0);
fixed4 col;
col.rgb = tex * i.color;
col *= 2;
col.a = tex.a * i.color.a;
return col;
}
ENDCG
}
Pass {
Name "Caster"
@ -63,22 +185,4 @@
ENDCG
}
}
// 1 texture stage GPUs
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass {
Tags { "LightMode"="Vertex" }
ColorMaterial AmbientAndDiffuse
Lighting On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}