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[unity] Spine/Sprite/Pixel Lit shader: Fixed bug where parts were shining through - changed ZWrite to always On, otherwise ForwardAdd pass will incorrectly show lit hidden parts. Added recommendation warning box in SkeletonRenderer inspector for Z Spacing on enabled ZWrite shaders. Closes #1335.
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@ -200,7 +200,7 @@ public class SpineSpriteShaderGUI : ShaderGUI {
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_pixelSnap = FindProperty("PixelSnap", props);
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_writeToDepth = FindProperty("_ZWrite", props);
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_writeToDepth = FindProperty("_ZWrite", props, false);
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_depthAlphaCutoff = FindProperty("_Cutoff", props);
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_shadowAlphaCutoff = FindProperty("_ShadowAlphaCutoff", props);
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_renderQueue = FindProperty("_RenderQueue", props);
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@ -435,18 +435,23 @@ public class SpineSpriteShaderGUI : ShaderGUI {
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EditorGUI.BeginChangeCheck();
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bool mixedValue = _writeToDepth.hasMixedValue;
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EditorGUI.showMixedValue = mixedValue;
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bool writeTodepth = EditorGUILayout.Toggle(_depthText, _writeToDepth.floatValue != 0.0f);
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bool showDepthAlphaCutoff = true;
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// e.g. Pixel Lit shader always has ZWrite enabled
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if (_writeToDepth != null) {
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bool mixedValue = _writeToDepth.hasMixedValue;
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EditorGUI.showMixedValue = mixedValue;
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bool writeTodepth = EditorGUILayout.Toggle(_depthText, _writeToDepth.floatValue != 0.0f);
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if (EditorGUI.EndChangeCheck()) {
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SetInt("_ZWrite", writeTodepth ? 1 : 0);
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_depthAlphaCutoff.floatValue = writeTodepth ? 0.5f : 0.0f;
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mixedValue = false;
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dataChanged = true;
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if (EditorGUI.EndChangeCheck()) {
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SetInt("_ZWrite", writeTodepth ? 1 : 0);
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_depthAlphaCutoff.floatValue = writeTodepth ? 0.5f : 0.0f;
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mixedValue = false;
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dataChanged = true;
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}
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showDepthAlphaCutoff = writeTodepth && !mixedValue && GetMaterialBlendMode((Material)_materialEditor.target) != eBlendMode.Opaque;
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}
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if (writeTodepth && !mixedValue && GetMaterialBlendMode((Material)_materialEditor.target) != eBlendMode.Opaque) {
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if (showDepthAlphaCutoff) {
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EditorGUI.BeginChangeCheck();
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_materialEditor.RangeProperty(_depthAlphaCutoff, _depthAlphaCutoffText.text);
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dataChanged |= EditorGUI.EndChangeCheck();
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@ -4,9 +4,9 @@ Shader "Spine/Sprite/Pixel Lit"
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{
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_MainTex ("Main Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_BumpScale("Scale", Float) = 1.0
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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@ -24,7 +24,6 @@ Shader "Spine/Sprite/Pixel Lit"
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_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
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_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
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_ZWrite ("Depth Write", Float) = 1.0
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
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@ -64,7 +63,8 @@ Shader "Spine/Sprite/Pixel Lit"
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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// Note: ZWrite needs to be enabled for following ForwardAdd pass, otherwise parts will look as if shining through by getting lit.
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ZWrite On
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ZTest LEqual
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Cull [_Cull]
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@ -43,12 +43,24 @@ namespace Spine.Unity {
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"Warning: Premultiply-alpha atlas textures not supported in Linear color space!\n\nPlease\n"
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+ "a) re-export atlas as straight alpha texture with 'premultiply alpha' unchecked or\n"
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+ "b) switch to Gamma color space via\nProject Settings - Player - Other Settings - Color Space.\n";
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public static readonly string kZSpacingRequiredMessage =
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"Warning: Z Spacing required on selected shader! Otherwise you will receive incorrect results.\n\nPlease\n"
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+ "1) make sure at least minimal 'Z Spacing' is set at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' and\n"
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+ "2) ensure that the skeleton has overlapping parts on different Z depth. You can adjust this in Spine via draw order.\n";
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public static readonly string kZSpacingRecommendedMessage =
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"Warning: Z Spacing recommended on selected shader configuration!\n\nPlease\n"
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+ "1) make sure at least minimal 'Z Spacing' is set at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' and\n"
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+ "2) ensure that the skeleton has overlapping parts on different Z depth. You can adjust this in Spine via draw order.\n";
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public static bool IsMaterialSetupProblematic (SkeletonRenderer renderer, ref string errorMessage) {
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var materials = renderer.GetComponent<Renderer>().sharedMaterials;
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bool isProblematic = false;
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foreach (var mat in materials) {
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isProblematic |= MaterialChecks.IsMaterialSetupProblematic(mat, ref errorMessage);
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if (mat == null) continue;
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isProblematic |= IsMaterialSetupProblematic(mat, ref errorMessage);
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if (renderer.zSpacing == 0) {
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isProblematic |= IsZSpacingRequired(mat, ref errorMessage);
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}
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}
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return isProblematic;
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}
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@ -57,6 +69,20 @@ namespace Spine.Unity {
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return !IsColorSpaceSupported(material, ref errorMessage);
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}
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public static bool IsZSpacingRequired(Material material, ref string errorMessage) {
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bool hasForwardAddPass = material.FindPass("FORWARD_DELTA") >= 0;
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if (hasForwardAddPass) {
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errorMessage += kZSpacingRequiredMessage;
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return true;
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}
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bool zWrite = material.HasProperty("_ZWrite") && material.GetFloat("_ZWrite") > 0.0f;
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if (zWrite) {
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errorMessage += kZSpacingRecommendedMessage;
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return true;
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}
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return false;
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}
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public static bool IsColorSpaceSupported (Material material, ref string errorMessage) {
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if (QualitySettings.activeColorSpace == ColorSpace.Linear) {
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if (IsPMAMaterial(material)) {
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