diff --git a/CHANGELOG.md b/CHANGELOG.md index d77668b88..8cbb3e50f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -252,6 +252,7 @@ * Sprite shaders now provide four `Diffuse Ramp` modes as an Inspector Material parameter: `Hard`, `Soft`, `Old Hard` and `Old Soft`. In spine-unity 3.8 it defaults to `Old Hard` to keep the behaviour of existing projects unchanged. Note that `Old Hard` and `Old Soft` ramp versions were using only the right half of the ramp texture, and additionally multiplying the light intensity by 2, both leading to brighter lighting than without a ramp texture active. The new ramp modes `Hard` and `Soft` use the full ramp texture and do not modify light intensity, being consistent with lighting without a ramp texture active. * Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets in Unity 2020.1 and newer to prevent reported `BlendModeMaterialAsset` issues in these Unity versions. spine-unity 4.0 and newer will automatically perform this upgrade regardless of the Unity version. * `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform. + * URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed. * **Changes of default values** * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`. diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs index d838a75c1..f0a534c3b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs @@ -66,10 +66,6 @@ namespace Spine.Unity { "\nWarning: 'Add Normals' required when not using 'Fixed Normals'!\n\nPlease\n" + "a) enable 'Add Normals' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n" + "b) enable 'Fixed Normals' at the Material.\n"; - public static readonly string kAddNormalsRequiredForURPShadowsMessage = - "\nWarning: 'Add Normals' required on URP shader to receive shadows!\n\nPlease\n" - + "a) enable 'Add Normals' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n" - + "b) disable 'Receive Shadows' at the Material.\n"; public static readonly string kSolveTangentsMessage = "\nWarning: 'Solve Tangents' required when using a Normal Map!\n\nPlease\n" + "a) enable 'Solve Tangents' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n" @@ -119,10 +115,6 @@ namespace Spine.Unity { isProblematic = true; errorMessage += kTintBlackMessage; } - if (IsURP3DMaterial(material) && !AreShadowsDisabled(material) && renderer.addNormals == false) { - isProblematic = true; - errorMessage += kAddNormalsRequiredForURPShadowsMessage; - } } return isProblematic; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl index 97d09a81d..9d5fe34f1 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl @@ -22,11 +22,9 @@ struct VaryingsSpine float4 texcoordAndAlpha: TEXCOORD0; }; -float4 GetShadowPositionHClip(AttributesSpine input) +float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS) { - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - + float3 positionWS = TransformObjectToWorld(positionOS); float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z @@ -44,7 +42,19 @@ VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input) UNITY_SETUP_INSTANCE_ID(input); output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); - output.positionCS = GetShadowPositionHClip(input); + + half3 fixedNormalOS = half3(0, 0, -1); + half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS)); +#ifdef _DOUBLE_SIDED_LIGHTING + // flip normal for shadow bias if necessary + // unfortunately we have to compute the sign here in the vertex shader + // instead of using VFACE in fragment shader stage. + half3 viewDirWS = UNITY_MATRIX_V[2].xyz; + half faceSign = sign(dot(viewDirWS, normalWS)); + normalWS *= faceSign; +#endif + + output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS); output.texcoordAndAlpha.a = input.vertexColor.a; return output; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl index b1633ad24..bd02b3fc5 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl @@ -21,11 +21,9 @@ struct VaryingsSpine float4 texcoordAndAlpha: TEXCOORD0; }; -float4 GetShadowPositionHClip(AttributesSpine input) +float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS) { - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - + float3 positionWS = TransformObjectToWorld(positionOS); float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z @@ -43,7 +41,17 @@ VaryingsSpine ShadowPassVertexSprite(AttributesSpine input) UNITY_SETUP_INSTANCE_ID(input); output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); - output.positionCS = GetShadowPositionHClip(input); + + half3 fixedNormalOS = half3(0, 0, -1); + half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS)); + // flip normal for shadow bias if necessary + // unfortunately we have to compute the sign here in the vertex shader + // instead of using VFACE in fragment shader stage. + half3 viewDirWS = UNITY_MATRIX_V[2].xyz; + half faceSign = sign(dot(viewDirWS, normalWS)); + normalWS *= faceSign; + + output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS); output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a; return output; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader index 59ca88ff2..436863972 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader @@ -102,6 +102,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" { // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING #pragma vertex ShadowPassVertexSkeletonLit #pragma fragment ShadowPassFragmentSkeletonLit diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl index 453c1b4da..8a89e6aef 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl @@ -22,11 +22,9 @@ struct VaryingsSpine float4 texcoordAndAlpha: TEXCOORD0; }; -float4 GetShadowPositionHClip(AttributesSpine input) +float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS) { - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - + float3 positionWS = TransformObjectToWorld(positionOS); float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z @@ -44,7 +42,19 @@ VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input) UNITY_SETUP_INSTANCE_ID(input); output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); - output.positionCS = GetShadowPositionHClip(input); + + half3 fixedNormalOS = half3(0, 0, -1); + half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS)); +#ifdef _DOUBLE_SIDED_LIGHTING + // flip normal for shadow bias if necessary + // unfortunately we have to compute the sign here in the vertex shader + // instead of using VFACE in fragment shader stage. + half3 viewDirWS = UNITY_MATRIX_V[2].xyz; + half faceSign = sign(dot(viewDirWS, normalWS)); + normalWS *= faceSign; +#endif + + output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS); output.texcoordAndAlpha.a = input.vertexColor.a; return output; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl index d190c852b..069d7c338 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl @@ -21,11 +21,9 @@ struct VaryingsSpine float4 texcoordAndAlpha: TEXCOORD0; }; -float4 GetShadowPositionHClip(AttributesSpine input) +float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS) { - float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); - float3 normalWS = TransformObjectToWorldNormal(input.normalOS); - + float3 positionWS = TransformObjectToWorld(positionOS); float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z @@ -43,7 +41,17 @@ VaryingsSpine ShadowPassVertexSprite(AttributesSpine input) UNITY_SETUP_INSTANCE_ID(input); output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); - output.positionCS = GetShadowPositionHClip(input); + + half3 fixedNormalOS = half3(0, 0, -1); + half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS)); + // flip normal for shadow bias if necessary + // unfortunately we have to compute the sign here in the vertex shader + // instead of using VFACE in fragment shader stage. + half3 viewDirWS = UNITY_MATRIX_V[2].xyz; + half faceSign = sign(dot(viewDirWS, normalWS)); + normalWS *= faceSign; + + output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS); output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a; return output; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader index 16f24d112..9b127983f 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader @@ -96,6 +96,7 @@ // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING #pragma vertex ShadowPassVertexSkeletonLit #pragma fragment ShadowPassFragmentSkeletonLit