From 44f2fa9c69ed8dd6a731f49025f9e0efd5b40338 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Thu, 25 Jul 2019 22:11:21 +0200 Subject: [PATCH] [unity] Added shader variant `Spine/Skeleton Lit ZWrite` and moved common functionality to cginc files. Cleanup of `Skeleton Lit` shader. --- .../Editor/Shaders/SpineSpriteShaderGUI.cs | 3 +- .../spine-unity/Shaders/CGIncludes.meta | 9 + .../Spine-Skeleton-Lit-Common-Shadow.cginc | 30 ++++ ...pine-Skeleton-Lit-Common-Shadow.cginc.meta | 9 + .../Spine-Skeleton-Lit-Common.cginc | 120 +++++++++++++ .../Spine-Skeleton-Lit-Common.cginc.meta | 9 + .../Shaders/Spine-Skeleton-Lit-ZWrite.shader | 67 ++++++++ .../Spine-Skeleton-Lit-ZWrite.shader.meta | 9 + .../Shaders/Spine-SkeletonLit.shader | 159 +----------------- 9 files changed, 264 insertions(+), 151 deletions(-) create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes.meta create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc.meta create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc.meta create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader create mode 100644 spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader.meta diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs index 847e525a8..f0d034080 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs @@ -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); } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes.meta new file mode 100644 index 000000000..c8804508f --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 511f90ee1fe01c146836d5ed23f2e70f +folderAsset: yes +timeCreated: 1564083752 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc new file mode 100644 index 000000000..f5150ab62 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc @@ -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 diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc.meta new file mode 100644 index 000000000..b325e2369 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c7297b25c81d2494e8e73b742e3c7345 +timeCreated: 1564083752 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc new file mode 100644 index 000000000..5bec05dc4 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc @@ -0,0 +1,120 @@ +#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 diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc.meta new file mode 100644 index 000000000..ee3481036 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Skeleton-Lit-Common.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 70c77c02aabd5e44f94aab48dd0be7b2 +timeCreated: 1564083752 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader new file mode 100644 index 000000000..8f112d5f0 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader @@ -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 + } + } +} \ No newline at end of file diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader.meta new file mode 100644 index 000000000..28243a0f2 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fde05abf1f7be4b4da1caf8c8de1823a +timeCreated: 1564082883 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-SkeletonLit.shader b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-SkeletonLit.shader index 5b4536924..f9d976235 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-SkeletonLit.shader +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-SkeletonLit.shader @@ -1,4 +1,4 @@ -// - Vertex Lit + ShadowCaster +// - Vertex Lit + ShadowCaster // - Premultiplied Alpha Blending (Optional straight alpha input) // - Double-sided, no depth @@ -8,39 +8,21 @@ Shader "Spine/Skeleton Lit" { [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 + [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 - 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" - } + Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" } ZWrite Off Cull Off @@ -51,110 +33,8 @@ Shader "Spine/Skeleton Lit" { #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; - } + #include "CGIncludes/Spine-Skeleton-Lit-Common.cginc" ENDCG } @@ -171,35 +51,14 @@ Shader "Spine/Skeleton Lit" { Lighting Off CGPROGRAM - #pragma vertex vert - #pragma fragment frag + #pragma vertex vertShadow + #pragma fragment fragShadow #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest - #include "UnityCG.cginc" - struct v2f { - V2F_SHADOW_CASTER; - float4 uvAndAlpha : TEXCOORD1; - }; + + #define SHADOW_CUTOFF _Cutoff + #include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc" - 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 } }