This commit is contained in:
badlogic 2019-07-26 11:37:25 +02:00
commit 3f9ed10c6a
12 changed files with 323 additions and 208 deletions

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@ -164,6 +164,7 @@
* `Lightweight Render Pipeline/Spine/Sprite`, as a lightweight variant of the `Spine/Sprite/Vertex Lit` and `Pixel Lit` shaders, which were not functioning in the lightweight render pipeline. The shaders can be assigned to materials as usual and will respect your settings of the assigned `LightweightRenderPipelineAsset` under `Project Settings - Graphics`.
* **Restrictions** As all Spine shaders, the LWRP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
* **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.lwrp-shaders-3.8/Examples/LWRP Shaders.unity` that demonstrates usage of the LWRP shaders.
* Added `Spine/Skeleton Lit ZWrite` shader. This variant of the `Spine/Skeleton Lit` shader writes to the depth buffer with configurable depth alpha threshold. Apart from that it is identical to `Spine/Skeleton Lit`.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.
@ -178,6 +179,7 @@
* Removed duplicates of `.cginc` files in `Modules/Shaders/Sprite` that were also present in the `Modules/Shaders/Sprite/CGIncludes` directory.
* Moved shaders from `Modules/Shaders` to `Shaders` directory.
* Moved shaders from `Modules/SkeletonGraphic/Shaders` to `Shaders/SkeletonGraphic`.
* Renamed shader `Shaders/Spine-SkeletonLit.shader` to `Shaders/Spine-Skeleton-Lit.shader`.
* Moved components from `SkeletonGraphic` to `Components` and `Components/Following` except for `SkeletonGraphicMirror` which was moved to `Spine Examples/Scripts/Sample Components`.
* Moved `BoneFollower`, `BoneFollowerGraphic` and `PointFollower` from `Components` directory to `Components/Following`.
* Moved `BoundingBoxFollower` component from `Modules/BoundingBoxFollower` to `Components/Following`.

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@ -127,7 +127,7 @@ public class SpineSpriteShaderGUI : ShaderGUI {
static GUIContent _fixedNormalText = new GUIContent("Fixed Normals", "If this is ticked instead of requiring mesh normals a Fixed Normal will be used instead (it's quicker and can result in better looking lighting effects on 2d objects).");
static GUIContent _fixedNormalDirectionText = new GUIContent("Fixed Normal Direction", "Should normally be (0,0,1) if in view-space or (0,0,-1) if in model-space.");
static GUIContent _adjustBackfaceTangentText = new GUIContent("Adjust Back-face Tangents", "Tick only if you are going to rotate the sprite to face away from the camera, the tangents will be flipped when this is the case to make lighting correct.");
static GUIContent _sphericalHarmonicsText = new GUIContent("Spherical Harmonics", "Enable to use spherical harmonics to calculate ambient light / light probes. In vertex-lit mode this will be approximated from scenes ambient trilight settings.");
static GUIContent _sphericalHarmonicsText = new GUIContent("Light Probes & Ambient", "Enable to use spherical harmonics to aplpy ambient light and/or light probes. In vertex-lit mode this will be approximated from scenes ambient trilight settings.");
static GUIContent _lightingModeText = new GUIContent("Lighting Mode", "Lighting Mode");
static GUIContent[] _lightingModeOptions = {
new GUIContent("Vertex Lit"),
@ -183,7 +183,8 @@ public class SpineSpriteShaderGUI : ShaderGUI {
base.AssignNewShaderToMaterial(material, oldShader, newShader);
//If not originally a sprite shader set default keywords
if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit) {
if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit &&
oldShader.name != kShaderLitLW) {
SetDefaultSpriteKeywords(material, newShader);
}

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@ -0,0 +1,9 @@
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@ -0,0 +1,30 @@
#ifndef SKELETON_LIT_COMMON_SHADOW_INCLUDED
#define SKELETON_LIT_COMMON_SHADOW_INCLUDED
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vertShadow(appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed SHADOW_CUTOFF;
float4 fragShadow (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - SHADOW_CUTOFF);
SHADOW_CASTER_FRAGMENT(i)
}
#endif

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@ -0,0 +1,9 @@
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#ifndef SKELETON_LIT_COMMON_INCLUDED
#define SKELETON_LIT_COMMON_INCLUDED
#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
////////////////////////////////////////
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
uniform fixed _Cutoff;
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
#else
#define ALPHA_CLIP(pixel, color)
#endif
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, 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, 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, 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;
float2 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 eyeNormal = half3(0,0,1);
// 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, 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);
ALPHA_CLIP(tex, i.color);
fixed4 col;
#if defined(_STRAIGHT_ALPHA_INPUT)
col.rgb = tex * i.color * tex.a;
#else
col.rgb = tex * i.color;
#endif
col *= 2;
col.a = tex.a * i.color.a;
return col;
}
#endif

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@ -0,0 +1,67 @@
// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, ZWrite
Shader "Spine/Skeleton Lit ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector] [HideInInspector, Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
ZWrite On
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#define _ALPHA_CLIP
#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#define SHADOW_CUTOFF _ShadowAlphaCutoff
#include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
ENDCG
}
}
}

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@ -0,0 +1,65 @@
// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Skeleton Lit" {
Properties {
_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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#define SHADOW_CUTOFF _Cutoff
#include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
ENDCG
}
}
}

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@ -1,206 +0,0 @@
// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Skeleton Lit" {
Properties {
_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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
// Pass {
// Tags { "LightMode"="Vertex" }
// ColorMaterial AmbientAndDiffuse
// Lighting On
// SetTexture [_MainTex] {
// Combine texture * primary DOUBLE, texture * primary
// }
// }
Pass {
Tags {
"LIGHTMODE"="Vertex"
"QUEUE"="Transparent"
"IGNOREPROJECTOR"="true"
"RenderType"="Transparent"
}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#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, 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, 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, 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;
float2 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 eyeNormal = half3(0,0,1);
// 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, 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;
#if defined(_STRAIGHT_ALPHA_INPUT)
col.rgb = tex * i.color * tex.a;
#else
col.rgb = tex * i.color;
#endif
col *= 2;
col.a = tex.a * i.color.a;
return col;
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}