mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[unity] URP Shaders: Added URP "Blend Mode" shader variants for URP 3D and 2D renderers.
This commit is contained in:
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@ -114,6 +114,7 @@
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* Timeline extension package: Added static `EditorEvent` callback to allow editor scripts to react to animation events outside of play-mode. Register to the events via `Spine.Unity.Playables.SpineAnimationStateMixerBehaviour.EditorEvent += YourCallback;`.
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* URP Shaders: Added `Depth Write` property to shaders `Universal Render Pipeline/Spine/Skeleton` and `Universal Render Pipeline/Spine/Skeleton Lit`. Defaults to false to maintain existing behaviour.
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* Added `Animation Update` mode (called `UpdateTiming` in code) `In Late Update` for `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic`. This allows you to update the `SkeletonMecanim` skeleton in the same frame that the Mecanim Animator updated its state, which happens between `Update` and `LateUpdate`.
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* URP Shaders: Added URP "Blend Mode" shader variants for both URP 3D and URP 2D renderers. They are listed under shader name "Universal Render Pipeline/Spine/Blend Modes/" and "Universal Render Pipeline/2D/Spine/Blend Modes/" respectively.
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* **Breaking changes**
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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@ -0,0 +1,8 @@
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@ -0,0 +1,57 @@
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Shader "Universal Render Pipeline/2D/Spine/Blend Modes/Skeleton Additive" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One One
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Lighting Off
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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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Pass {
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,57 @@
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Shader "Universal Render Pipeline/2D/Spine/Blend Modes/Skeleton Multiply" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend DstColor OneMinusSrcAlpha
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Lighting Off
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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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Pass {
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,10 @@
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@ -0,0 +1,57 @@
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Shader "Universal Render Pipeline/2D/Spine/Blend Modes/Skeleton Screen" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcColor
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Lighting Off
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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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Pass {
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,10 @@
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@ -0,0 +1,95 @@
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Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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// Outline properties are drawn via custom editor.
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||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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||||
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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||||
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SubShader {
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One One
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Lighting Off
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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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Pass {
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Name "Forward"
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Tags{"LightMode" = "UniversalForward"}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma vertex ShadowPassVertexSkeletonLit
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#pragma fragment ShadowPassFragmentSkeletonLit
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,10 @@
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ShaderImporter:
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userData:
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assetBundleVariant:
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@ -0,0 +1,59 @@
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Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Multiply" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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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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// Outline properties are drawn via custom editor.
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||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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||||
}
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||||
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||||
SubShader {
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||||
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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||||
LOD 100
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||||
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||||
Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend DstColor OneMinusSrcAlpha
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||||
Lighting Off
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||||
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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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Pass {
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Name "Forward"
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Tags{"LightMode" = "UniversalForward"}
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||||
HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-BlendModes-URP.hlsl"
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#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
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ENDHLSL
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}
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UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
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||||
}
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CustomEditor "SpineShaderWithOutlineGUI"
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,59 @@
|
||||
Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Screen" {
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||||
Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Fog { Mode Off }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcColor
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Forward"
|
||||
Tags{"LightMode" = "UniversalForward"}
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
|
||||
#undef LIGHTMAP_ON
|
||||
|
||||
#define USE_URP
|
||||
#define fixed4 half4
|
||||
#define fixed3 half3
|
||||
#define fixed half
|
||||
#include "../Include/Spine-Input-BlendModes-URP.hlsl"
|
||||
#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6627ec7a6b4481249bc314b0ccf78268
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,40 @@
|
||||
#ifndef BLENDMODES_NORMAL_PASS_URP_INCLUDED
|
||||
#define BLENDMODES_NORMAL_PASS_URP_INCLUDED
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
||||
#include "SpineCoreShaders/Spine-Common.cginc"
|
||||
#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
|
||||
|
||||
struct VertexInput {
|
||||
float3 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
};
|
||||
|
||||
VertexOutput vert(VertexInput v) {
|
||||
VertexOutput o;
|
||||
float3 positionWS = TransformObjectToWorld(v.pos);
|
||||
o.pos = TransformWorldToHClip(positionWS);
|
||||
o.uv = v.uv;
|
||||
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 frag(VertexOutput i) : SV_Target{
|
||||
float4 texColor = tex2D(_MainTex, i.uv);
|
||||
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
texColor.rgb *= texColor.a;
|
||||
#endif
|
||||
|
||||
return (texColor * i.vertexColor);
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 444419be824cb1d4482a06b558b0892a
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,21 @@
|
||||
#ifndef URP_INPUT_BLEND_MODES_INCLUDED
|
||||
#define URP_INPUT_BLEND_MODES_INCLUDED
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Defines
|
||||
//
|
||||
#undef LIGHTMAP_ON
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
|
||||
float4 _MainTex_ST;
|
||||
half _Cutoff;
|
||||
half4 _Color;
|
||||
|
||||
CBUFFER_END
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
#endif
|
||||
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7fbcfe81149b96e458243062a65e31b4
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -2,7 +2,7 @@
|
||||
"name": "com.esotericsoftware.spine.urp-shaders",
|
||||
"displayName": "Spine Universal RP Shaders",
|
||||
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.1.23",
|
||||
"version": "4.1.24",
|
||||
"unity": "2019.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user