[unity] Fixed Spine/Sprite core shaders now correctly drawing Additive Slots. Closes #1853.

This commit is contained in:
Harald Csaszar 2021-03-04 17:02:18 +01:00
parent c5c71747c3
commit 47e357aa88
5 changed files with 74 additions and 69 deletions

View File

@ -109,16 +109,11 @@ 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;
#if defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a;
#endif
fixed4 col = tex * i.color;
col.rgb *= 2;
return col;
}

View File

@ -240,6 +240,20 @@ uniform fixed _Cutoff;
#endif
////////////////////////////////////////
// Additive Slot blend mode
// return unlit textureColor, alpha clip textureColor.a only
//
#if defined(_ALPHAPREMULTIPLY_ON)
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return texureColor * vertexColor;\
}
#else
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor)
#endif
////////////////////////////////////////
// Color functions
//

View File

@ -1,6 +1,6 @@
#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
#define SPRITE_PIXEL_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "SpriteSpecular.cginc"
@ -24,24 +24,24 @@
#define _LIGHT_COORD_INDEX_0 4
#define _LIGHT_COORD_INDEX_1 5
#define _FOG_COORD_INDEX 6
#endif // _NORMALMAP
#endif // _NORMALMAP
struct VertexOutput
{
float4 pos : SV_POSITION;
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 posWorld : TEXCOORD1;
half3 normalWorld : TEXCOORD2;
#if defined(_NORMALMAP)
half3 tangentWorld : TEXCOORD3;
half3 tangentWorld : TEXCOORD3;
half3 binormalWorld : TEXCOORD4;
#endif // _NORMALMAP
fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
#if defined(_FOG)
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
#endif // _FOG
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
@ -56,16 +56,16 @@ inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld, inou
{
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
float angleDot = max(0, dot(normalWorld, lightWorldDirection));
#if defined(_DIFFUSE_RAMP)
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
#else
fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
#endif // _DIFFUSE_RAMP
return lightDiffuse;
}
@ -96,7 +96,7 @@ fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(_SPHERICAL_HARMONICS)
fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0));
#else
#else
fixed3 ambient = unity_AmbientSky.rgb;
#endif
return ambient;
@ -129,124 +129,124 @@ fixed4 calculateSpecularLightAdditive(SpecularCommonData s, float3 viewDir, floa
VertexOutput vert(VertexInput v)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(v.vertex);
output.color = calculateVertexColor(v.color);
output.texcoord = calculateTextureCoord(v.texcoord);
output.posWorld = calculateWorldPos(v.vertex);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(output.posWorld.xyz);
#endif
#endif
output.normalWorld = calculateSpriteWorldNormal(v, backFaceSign);
output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
#if defined(_NORMALMAP)
output.tangentWorld = calculateWorldTangent(v.tangent);
output.binormalWorld = calculateSpriteWorldBinormal(v, output.normalWorld, output.tangentWorld, backFaceSign);
#endif
TRANSFER_VERTEX_TO_FRAGMENT(output)
#if defined(_FOG)
UNITY_TRANSFER_FOG(output,output.pos);
#endif // _FOG
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment programs
//
fixed4 fragBase(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
//Get normal direction
fixed3 normalWorld = calculateNormalWorld(input);
//Get Ambient diffuse
fixed3 ambient = calculateAmbientLight(normalWorld);
#if defined(SPECULAR)
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
//Returns pixel lit by light, texture color should inlcluded alpha
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
fixed4 pixel = calculateSpecularLight(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation, ambient + input.vertexLighting);
APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
#else
//Get primary pixel light diffuse
fixed3 diffuse = calculateLightDiffuse(input, normalWorld, texureColor);
//Combine along with vertex lighting for the base lighting pass
fixed3 lighting = ambient + diffuse + input.vertexLighting;
APPLY_EMISSION(lighting, input.texcoord)
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
#endif
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
fixed4 fragAdd(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord);
#if defined(_COLOR_ADJUST)
texureColor = adjustColor(texureColor);
#endif // _COLOR_ADJUST
#endif // _COLOR_ADJUST
ALPHA_CLIP(texureColor, input.color)
//Get normal direction
fixed3 normalWorld = calculateNormalWorld(input);
#if defined(SPECULAR)
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
fixed4 pixel = calculateSpecularLightAdditive(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation);
#else
//Get light diffuse
fixed3 lighting = calculateLightDiffuse(input, normalWorld, texureColor);
fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
#endif
COLORISE_ADDITIVE(pixel)
APPLY_FOG_ADDITIVE(pixel, input)
return pixel;
}
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED

View File

@ -6,7 +6,7 @@
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
@ -22,7 +22,7 @@ struct VertexOutput
fixed4 color : COLOR;
#if defined(_FOG)
UNITY_FOG_COORDS(1)
#endif // _FOG
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
@ -34,39 +34,35 @@ struct VertexOutput
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.pos = calculateLocalPos(input.vertex);
output.texcoord = calculateTextureCoord(input.texcoord);
output.color = calculateVertexColor(input.color);
#if defined(_FOG)
UNITY_TRANSFER_FOG(output,output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
fixed4 pixel = calculatePixel(texureColor, input.color);
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_UNLIT_INCLUDED
#endif // SPRITE_UNLIT_INCLUDED

View File

@ -399,10 +399,10 @@ VertexOutput vert(VertexInput input)
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
#if defined(PER_PIXEL_LIGHTING)