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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Added support for double-sided lighting at SkeletonLit shaders (including URP and LWRP packages). Closes #1730.
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@ -83,7 +83,13 @@ VertexOutput vert (appdata v) {
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float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
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half3 fixedNormal = half3(0,0,-1);
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half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
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//half3 eyeNormal = half3(0,0,1);
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half faceSign = sign(eyeNormal.z);
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eyeNormal *= faceSign;
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#endif
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// Lights
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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" {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", 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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@ -6,6 +6,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", 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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@ -8,6 +8,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", 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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@ -42,6 +43,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
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CGPROGRAM
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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@ -7,6 +7,7 @@ Shader "Spine/Skeleton Lit" {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", 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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@ -41,6 +42,7 @@ Shader "Spine/Skeleton Lit" {
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CGPROGRAM
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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@ -6,7 +6,7 @@ struct appdata {
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float3 normal : NORMAL;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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@ -44,6 +44,15 @@ VertexOutput vert(appdata v) {
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float3 positionWS = TransformObjectToWorld(v.pos);
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half3 fixedNormal = half3(0, 0, -1);
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
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half faceSign = sign(dot(viewDirWS, normalWS));
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normalWS *= faceSign;
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#endif
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
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// Note: ambient light is also handled via SH.
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@ -7,6 +7,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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}
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@ -19,7 +20,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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@ -48,7 +49,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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@ -60,6 +61,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
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//--------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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@ -44,6 +44,15 @@ VertexOutput vert(appdata v) {
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float3 positionWS = TransformObjectToWorld(v.pos);
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half3 fixedNormal = half3(0, 0, -1);
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
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half faceSign = sign(dot(viewDirWS, normalWS));
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normalWS *= faceSign;
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#endif
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
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// Note: ambient light is also handled via SH.
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@ -3,6 +3,7 @@
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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}
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@ -55,6 +56,7 @@
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//--------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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#pragma vertex vert
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#pragma fragment frag
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