[unity] Added support for double-sided lighting at SkeletonLit shaders (including URP and LWRP packages). Closes #1730.

This commit is contained in:
Harald Csaszar 2020-07-30 12:13:52 +02:00
parent 0e2ced5042
commit 3c94f52b52
9 changed files with 38 additions and 4 deletions

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@ -83,7 +83,13 @@ VertexOutput vert (appdata v) {
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 eyeNormal = half3(0,0,1);
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half faceSign = sign(eyeNormal.z);
eyeNormal *= faceSign;
#endif
// Lights
half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;

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@ -5,6 +5,7 @@ Shader "Spine/Outline/Skeleton Lit" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default

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@ -6,6 +6,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default

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@ -8,6 +8,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
@ -42,6 +43,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

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@ -7,6 +7,7 @@ Shader "Spine/Skeleton Lit" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
@ -41,6 +42,7 @@ Shader "Spine/Skeleton Lit" {
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

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@ -6,7 +6,7 @@ struct appdata {
float3 normal : NORMAL;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@ -44,6 +44,15 @@ VertexOutput vert(appdata v) {
float3 positionWS = TransformObjectToWorld(v.pos);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
// Note: ambient light is also handled via SH.

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@ -7,6 +7,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
}
@ -19,7 +20,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
@ -48,7 +49,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
@ -60,6 +61,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0

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@ -44,6 +44,15 @@ VertexOutput vert(appdata v) {
float3 positionWS = TransformObjectToWorld(v.pos);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
// Note: ambient light is also handled via SH.

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@ -3,6 +3,7 @@
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
}
@ -55,6 +56,7 @@
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma vertex vert
#pragma fragment frag