Merged manually with master. @pharan please check AttachmentTools, stretchyman diffuse pma material

This commit is contained in:
badlogic 2017-05-09 13:32:19 +02:00
commit 4ee17864a2
58 changed files with 9987 additions and 5760 deletions

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@ -19,3 +19,8 @@ Review our backlog of bugs, enhancements, and tasks in the [spine-runtimes](http
## Versioning ## Versioning
The code provided here is continuously under development. Generally the latest Git `master` source works with the data exported from the latest version of Spine. The Spine version can be [frozen](http://esotericsoftware.com/spine-settings#Version) at a specific Spine version that matches the Spine Runtimes source being used. Occaisionally the Spine Runtimes are [tagged](https://github.com/EsotericSoftware/spine-runtimes/releases) to work with a specific Spine version. The code provided here is continuously under development. Generally the latest Git `master` source works with the data exported from the latest version of Spine. The Spine version can be [frozen](http://esotericsoftware.com/spine-settings#Version) at a specific Spine version that matches the Spine Runtimes source being used. Occaisionally the Spine Runtimes are [tagged](https://github.com/EsotericSoftware/spine-runtimes/releases) to work with a specific Spine version.
## Contributing
Before we can merge your contributions, we will need a signed [contributor license agreement (CLA)](http://esotericsoftware.com/files/cla.txt) from you. You can send a copy of the CLA to contact@esotericsoftware.com.
If possible, base your contributions on the current development branch, which is `$version-beta`, e.g. `3.6-beta`. Makre sure to follow the formatting you find in the respective runtime code you contribute to.

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@ -305,7 +305,7 @@ void MemoryTestFixture::skeletonClipper() {
spUnsignedShortArray_add(indices, 1); spUnsignedShortArray_add(indices, 1);
spUnsignedShortArray_add(indices, 2); spUnsignedShortArray_add(indices, 2);
spSkeletonClipping_clipTriangles(clipping, vertices->items, vertices->size, indices->items, indices->size, uvs->items); spSkeletonClipping_clipTriangles(clipping, vertices->items, vertices->size, indices->items, indices->size, uvs->items, 2);
float expectedVertices[8] = { 83.333328, 50.000000, 76.666664, 70.000000, 23.333334, 70.000000, 16.666672, 50.000000 }; float expectedVertices[8] = { 83.333328, 50.000000, 76.666664, 70.000000, 23.333334, 70.000000, 16.666672, 50.000000 };
ASSERT(clipping->clippedVertices->size == 8); ASSERT(clipping->clippedVertices->size == 8);

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@ -48,6 +48,7 @@ function Slot.new (data, bone)
attachmentTime = 0, attachmentTime = 0,
attachmentVertices = {} attachmentVertices = {}
} }
setmetatable(self, Slot) setmetatable(self, Slot)
if data.darkColor then self.darkColor = Color.newWith(1, 1, 1, 1) end if data.darkColor then self.darkColor = Color.newWith(1, 1, 1, 1) end
@ -61,7 +62,7 @@ function Slot:setAttachment (attachment)
if self.attachment == attachment then return end if self.attachment == attachment then return end
self.attachment = attachment self.attachment = attachment
self.attachmentTime = self.bone.skeleton.time self.attachmentTime = self.bone.skeleton.time
self.attachmentVertices = {}; self.attachmentVertices = {}
end end
function Slot:setAttachmentTime (time) function Slot:setAttachmentTime (time)

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@ -58,12 +58,12 @@ To run the examples, the image, atlas, and JSON files must be served by a webser
``` ```
cd spine-ts cd spine-ts
python -m SimpleHTTPServer python -m SimpleHTTPServer
```` ```
Then open `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `https://localhost:8000/threejs/example` or `http://localhost:8000/widget/example` in your browser. Then open `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `https://localhost:8000/threejs/example` or `http://localhost:8000/widget/example` in your browser.
## WebGL Demos ## WebGL Demos
The spine-ts WebGL demos load their image, atlas, and JSON files from our webserver and so can be run directly, without needing a webserver. View the demos [all on one page](http://esotericsoftware.com/spine-demos/) or use the [standalone demos]() which are easy for you to explore and edit. The standalone demos can also be viewed here: The spine-ts WebGL demos load their image, atlas, and JSON files from our webserver and so can be run directly, without needing a webserver. The demos can be viewed [all on one page](http://esotericsoftware.com/spine-demos/) or in individual, standalone pages which are easy for you to explore and edit. See the [standalone demos source code](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-ts/webgl/demos) and view the pages here:
- [Spine vs sprite sheets](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/spritesheets.html) - [Spine vs sprite sheets](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/spritesheets.html)
- [Image changes](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/imagechanges.html) - [Image changes](http://rawgit.com/EsotericSoftware/spine-runtimes/master/spine-ts/webgl/demos/imagechanges.html)

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@ -1,97 +1,3 @@
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}
declare module spine { declare module spine {
class Animation { class Animation {
name: string; name: string;
@ -445,6 +351,29 @@ declare module spine {
getMix(from: Animation, to: Animation): number; getMix(from: Animation, to: Animation): number;
} }
} }
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine { declare module spine {
class AtlasAttachmentLoader implements AttachmentLoader { class AtlasAttachmentLoader implements AttachmentLoader {
atlas: TextureAtlas; atlas: TextureAtlas;
@ -457,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -990,6 +771,46 @@ declare module spine {
constructor(index: number, name: string, boneData: BoneData); constructor(index: number, name: string, boneData: BoneData);
} }
} }
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine { declare module spine {
class TextureAtlas implements Disposable { class TextureAtlas implements Disposable {
pages: TextureAtlasPage[]; pages: TextureAtlasPage[];
@ -1185,51 +1006,183 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine.threejs { declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager { class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string); constructor(pathPrefix?: string);
} }
} }
declare module spine.threejs { declare module spine.canvas {
class MeshBatcher { class CanvasTexture extends Texture {
mesh: THREE.Mesh;
private static VERTEX_SIZE;
private vertexBuffer;
private vertices;
private verticesLength;
private indices;
private indicesLength;
constructor(mesh: THREE.Mesh, maxVertices?: number);
begin(): void;
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
end(): void;
}
}
declare module spine.threejs {
class SkeletonMesh extends THREE.Mesh {
skeleton: Skeleton;
state: AnimationState;
zOffset: number;
private batcher;
private clipper;
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private vertices;
private tempColor;
constructor(skeletonData: SkeletonData);
update(deltaTime: number): void;
private updateGeometry();
}
}
declare module spine.threejs {
class ThreeJsTexture extends Texture {
texture: THREE.Texture;
constructor(image: HTMLImageElement); constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void; dispose(): void;
static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter; }
static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping; }
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
} }
} }
declare module spine.webgl { declare module spine.webgl {
@ -1323,22 +1276,22 @@ declare module spine.webgl {
} }
} }
declare module spine.webgl { declare module spine.webgl {
const M00: number; const M00 = 0;
const M01: number; const M01 = 4;
const M02: number; const M02 = 8;
const M03: number; const M03 = 12;
const M10: number; const M10 = 1;
const M11: number; const M11 = 5;
const M12: number; const M12 = 9;
const M13: number; const M13 = 13;
const M20: number; const M20 = 2;
const M21: number; const M21 = 6;
const M22: number; const M22 = 10;
const M23: number; const M23 = 14;
const M30: number; const M30 = 3;
const M31: number; const M31 = 7;
const M32: number; const M32 = 11;
const M33: number; const M33 = 15;
class Matrix4 { class Matrix4 {
temp: Float32Array; temp: Float32Array;
values: Float32Array; values: Float32Array;
@ -1657,6 +1610,53 @@ declare module spine.webgl {
static getSourceGLBlendMode(blendMode: BlendMode, premultipliedAlpha?: boolean): number; static getSourceGLBlendMode(blendMode: BlendMode, premultipliedAlpha?: boolean): number;
} }
} }
declare module spine.threejs {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.threejs {
class MeshBatcher {
mesh: THREE.Mesh;
private static VERTEX_SIZE;
private vertexBuffer;
private vertices;
private verticesLength;
private indices;
private indicesLength;
constructor(mesh: THREE.Mesh, maxVertices?: number);
begin(): void;
batch(vertices: ArrayLike<number>, verticesLength: number, indices: ArrayLike<number>, indicesLength: number, z?: number): void;
end(): void;
}
}
declare module spine.threejs {
class SkeletonMesh extends THREE.Mesh {
skeleton: Skeleton;
state: AnimationState;
zOffset: number;
private batcher;
private clipper;
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private vertices;
private tempColor;
constructor(skeletonData: SkeletonData);
update(deltaTime: number): void;
private updateGeometry();
}
}
declare module spine.threejs {
class ThreeJsTexture extends Texture {
texture: THREE.Texture;
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter;
static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping;
}
}
declare module spine { declare module spine {
class SpineWidget { class SpineWidget {
skeleton: Skeleton; skeleton: Skeleton;

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@ -1,97 +1,3 @@
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}
declare module spine { declare module spine {
class Animation { class Animation {
name: string; name: string;
@ -445,6 +351,29 @@ declare module spine {
getMix(from: Animation, to: Animation): number; getMix(from: Animation, to: Animation): number;
} }
} }
declare module spine {
class AssetManager implements Disposable {
private pathPrefix;
private textureLoader;
private assets;
private errors;
private toLoad;
private loaded;
constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
loadTextureData(path: string, data: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
get(path: string): any;
remove(path: string): void;
removeAll(): void;
isLoadingComplete(): boolean;
getToLoad(): number;
getLoaded(): number;
dispose(): void;
hasErrors(): boolean;
getErrors(): Map<string>;
}
}
declare module spine { declare module spine {
class AtlasAttachmentLoader implements AttachmentLoader { class AtlasAttachmentLoader implements AttachmentLoader {
atlas: TextureAtlas; atlas: TextureAtlas;
@ -457,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -990,6 +771,46 @@ declare module spine {
constructor(index: number, name: string, boneData: BoneData); constructor(index: number, name: string, boneData: BoneData);
} }
} }
declare module spine {
abstract class Texture {
protected _image: HTMLImageElement;
constructor(image: HTMLImageElement);
getImage(): HTMLImageElement;
abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
abstract dispose(): void;
static filterFromString(text: string): TextureFilter;
static wrapFromString(text: string): TextureWrap;
}
enum TextureFilter {
Nearest = 9728,
Linear = 9729,
MipMap = 9987,
MipMapNearestNearest = 9984,
MipMapLinearNearest = 9985,
MipMapNearestLinear = 9986,
MipMapLinearLinear = 9987,
}
enum TextureWrap {
MirroredRepeat = 33648,
ClampToEdge = 33071,
Repeat = 10497,
}
class TextureRegion {
renderObject: any;
u: number;
v: number;
u2: number;
v2: number;
width: number;
height: number;
rotate: boolean;
offsetX: number;
offsetY: number;
originalWidth: number;
originalHeight: number;
}
}
declare module spine { declare module spine {
class TextureAtlas implements Disposable { class TextureAtlas implements Disposable {
pages: TextureAtlasPage[]; pages: TextureAtlasPage[];
@ -1185,3 +1006,182 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine.canvas {
class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string);
}
}
declare module spine.canvas {
class CanvasTexture extends Texture {
constructor(image: HTMLImageElement);
setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
dispose(): void;
}
}
declare module spine.canvas {
class SkeletonRenderer {
static QUAD_TRIANGLES: number[];
static VERTEX_SIZE: number;
private ctx;
triangleRendering: boolean;
debugRendering: boolean;
private vertices;
private tempColor;
constructor(context: CanvasRenderingContext2D);
draw(skeleton: Skeleton): void;
private drawImages(skeleton);
private drawTriangles(skeleton);
private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
private computeRegionVertices(slot, region, pma);
private computeMeshVertices(slot, mesh, pma);
}
}

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@ -386,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -1154,3 +1006,151 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}

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@ -386,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -1154,6 +1006,154 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine.threejs { declare module spine.threejs {
class AssetManager extends spine.AssetManager { class AssetManager extends spine.AssetManager {
constructor(pathPrefix?: string); constructor(pathPrefix?: string);

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@ -386,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -1154,6 +1006,154 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine.webgl { declare module spine.webgl {
class AssetManager extends spine.AssetManager { class AssetManager extends spine.AssetManager {
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string); constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
@ -1245,22 +1245,22 @@ declare module spine.webgl {
} }
} }
declare module spine.webgl { declare module spine.webgl {
const M00: number; const M00 = 0;
const M01: number; const M01 = 4;
const M02: number; const M02 = 8;
const M03: number; const M03 = 12;
const M10: number; const M10 = 1;
const M11: number; const M11 = 5;
const M12: number; const M12 = 9;
const M13: number; const M13 = 13;
const M20: number; const M20 = 2;
const M21: number; const M21 = 6;
const M22: number; const M22 = 10;
const M23: number; const M23 = 14;
const M30: number; const M30 = 3;
const M31: number; const M31 = 7;
const M32: number; const M32 = 11;
const M33: number; const M33 = 15;
class Matrix4 { class Matrix4 {
temp: Float32Array; temp: Float32Array;
values: Float32Array; values: Float32Array;

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@ -386,154 +386,6 @@ declare module spine {
newClippingAttachment(skin: Skin, name: string): ClippingAttachment; newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine { declare module spine {
enum BlendMode { enum BlendMode {
Normal = 0, Normal = 0,
@ -1154,6 +1006,154 @@ declare module spine {
getMean(): number; getMean(): number;
} }
} }
declare module spine {
abstract class Attachment {
name: string;
constructor(name: string);
}
abstract class VertexAttachment extends Attachment {
bones: Array<number>;
vertices: ArrayLike<number>;
worldVerticesLength: number;
constructor(name: string);
computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
}
}
declare module spine {
interface AttachmentLoader {
newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
newPathAttachment(skin: Skin, name: string): PathAttachment;
newPointAttachment(skin: Skin, name: string): PointAttachment;
newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
}
}
declare module spine {
enum AttachmentType {
Region = 0,
BoundingBox = 1,
Mesh = 2,
LinkedMesh = 3,
Path = 4,
Point = 5,
}
}
declare module spine {
class BoundingBoxAttachment extends VertexAttachment {
color: Color;
constructor(name: string);
}
}
declare module spine {
class ClippingAttachment extends VertexAttachment {
endSlot: SlotData;
color: Color;
constructor(name: string);
}
}
declare module spine {
class MeshAttachment extends VertexAttachment {
region: TextureRegion;
path: string;
regionUVs: ArrayLike<number>;
uvs: ArrayLike<number>;
triangles: Array<number>;
color: Color;
hullLength: number;
private parentMesh;
inheritDeform: boolean;
tempColor: Color;
constructor(name: string);
updateUVs(): void;
applyDeform(sourceAttachment: VertexAttachment): boolean;
getParentMesh(): MeshAttachment;
setParentMesh(parentMesh: MeshAttachment): void;
}
}
declare module spine {
class PathAttachment extends VertexAttachment {
lengths: Array<number>;
closed: boolean;
constantSpeed: boolean;
color: Color;
constructor(name: string);
}
}
declare module spine {
class PointAttachment extends VertexAttachment {
x: number;
y: number;
rotation: number;
color: Color;
constructor(name: string);
computeWorldPosition(bone: Bone, point: Vector2): Vector2;
computeWorldRotation(bone: Bone): number;
}
}
declare module spine {
class RegionAttachment extends Attachment {
static OX1: number;
static OY1: number;
static OX2: number;
static OY2: number;
static OX3: number;
static OY3: number;
static OX4: number;
static OY4: number;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
x: number;
y: number;
scaleX: number;
scaleY: number;
rotation: number;
width: number;
height: number;
color: Color;
path: string;
rendererObject: any;
region: TextureRegion;
offset: ArrayLike<number>;
uvs: ArrayLike<number>;
tempColor: Color;
constructor(name: string);
updateOffset(): void;
setRegion(region: TextureRegion): void;
computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
}
}
declare module spine.webgl { declare module spine.webgl {
class AssetManager extends spine.AssetManager { class AssetManager extends spine.AssetManager {
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string); constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string);
@ -1245,22 +1245,22 @@ declare module spine.webgl {
} }
} }
declare module spine.webgl { declare module spine.webgl {
const M00: number; const M00 = 0;
const M01: number; const M01 = 4;
const M02: number; const M02 = 8;
const M03: number; const M03 = 12;
const M10: number; const M10 = 1;
const M11: number; const M11 = 5;
const M12: number; const M12 = 9;
const M13: number; const M13 = 13;
const M20: number; const M20 = 2;
const M21: number; const M21 = 6;
const M22: number; const M22 = 10;
const M23: number; const M23 = 14;
const M30: number; const M30 = 3;
const M31: number; const M31 = 7;
const M32: number; const M32 = 11;
const M33: number; const M33 = 15;
class Matrix4 { class Matrix4 {
temp: Float32Array; temp: Float32Array;
values: Float32Array; values: Float32Array;

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@ -246,6 +246,7 @@ module spine {
let w = canvas.clientWidth; let w = canvas.clientWidth;
let h = canvas.clientHeight; let h = canvas.clientHeight;
let bounds = this.bounds; let bounds = this.bounds;
var devicePixelRatio = window.devicePixelRatio || 1; var devicePixelRatio = window.devicePixelRatio || 1;
if (canvas.width != Math.floor(w * devicePixelRatio) || canvas.height != Math.floor(h * devicePixelRatio)) { if (canvas.width != Math.floor(w * devicePixelRatio) || canvas.height != Math.floor(h * devicePixelRatio)) {
canvas.width = Math.floor(w * devicePixelRatio); canvas.width = Math.floor(w * devicePixelRatio);

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@ -9,7 +9,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version ## Spine version
spine-ue4 works with data exported from the latest Spine 3-5.xx. spine-ue4 works with data exported from the latest Spine version.
spine-ue4 supports all Spine features. spine-ue4 supports all Spine features.

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@ -123,7 +123,7 @@ namespace Spine.Unity.Examples {
public void PlayShoot () { public void PlayShoot () {
// Play the shoot animation on track 1. // Play the shoot animation on track 1.
skeletonAnimation.AnimationState.SetAnimation(1, shoot, false); skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f); skeletonAnimation.AnimationState.AddEmptyAnimation(1, .3f, .3f);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play(); gunSource.Play();
gunParticles.randomSeed = (uint)Random.Range(0, 100); gunParticles.randomSeed = (uint)Random.Range(0, 100);

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@ -42,7 +42,6 @@ namespace Spine.Unity.Examples {
[SpineSlot] public string handSlot; [SpineSlot] public string handSlot;
public Vector2 newHandOffset; public Vector2 newHandOffset;
public float newHandRotation; public float newHandRotation;
public Texture2D handTexture;
[Header("From Sprite")] [Header("From Sprite")]
public Sprite dagger; public Sprite dagger;
@ -79,7 +78,6 @@ namespace Spine.Unity.Examples {
newHand.Rotation = newHandRotation; newHand.Rotation = newHandRotation;
newHand.UpdateOffset(); newHand.UpdateOffset();
int handSlotIndex = skeleton.FindSlotIndex(handSlot); int handSlotIndex = skeleton.FindSlotIndex(handSlot);
handTexture = newHand.GetRegion().ToTexture();
newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand); newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector. // Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.

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@ -49,7 +49,7 @@ namespace Spine.Unity.Examples {
void AddRigidbody () { void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>(); var rb = gameObject.AddComponent<Rigidbody2D>();
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 #if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER
rb.freezeRotation = true; rb.freezeRotation = true;
#else #else
rb.fixedAngle = true; rb.fixedAngle = true;

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@ -1,6 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 33f10ea7e20549d40a1c23a1adc3f760 guid: 33f10ea7e20549d40a1c23a1adc3f760
timeCreated: 1487920372 timeCreated: 1494093108
licenseType: Free licenseType: Free
TextureImporter: TextureImporter:
fileIDToRecycleName: {} fileIDToRecycleName: {}

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@ -38,6 +38,7 @@ using System.Collections.Generic;
namespace Spine.Unity { namespace Spine.Unity {
public static class SpineMesh { public static class SpineMesh {
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary> /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>

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@ -129,14 +129,18 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary> /// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary> /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary>
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) { public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps, Material materialPropertySource = null) {
if (sprite == null) throw new System.ArgumentNullException("sprite"); if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader"); if (shader == null) throw new System.ArgumentNullException("shader");
var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps); var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource);
var unitsPerPixel = 1f / sprite.pixelsPerUnit; var unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel); return region.ToRegionAttachment(sprite.name, unitsPerPixel);
} }
public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = SpriteAtlasRegionExtensions.SpineTextureFormat, bool mipmaps = SpriteAtlasRegionExtensions.UseMipMaps) {
return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
}
/// <summary> /// <summary>
/// Creates a new RegionAttachment from a given AtlasRegion.</summary> /// Creates a new RegionAttachment from a given AtlasRegion.</summary>
public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f) { public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f) {
@ -203,6 +207,82 @@ namespace Spine.Unity.Modules.AttachmentTools {
public static class SpriteAtlasRegionExtensions { public static class SpriteAtlasRegionExtensions {
internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32; internal const TextureFormat SpineTextureFormat = TextureFormat.RGBA32;
internal const bool UseMipMaps = false; internal const bool UseMipMaps = false;
internal const float DefaultScale = 0.01f;
public static AtlasRegion ToAtlasRegion (this Texture2D t, Material materialPropertySource, float scale = DefaultScale) {
return t.ToAtlasRegion(materialPropertySource.shader, scale, materialPropertySource);
}
public static AtlasRegion ToAtlasRegion (this Texture2D t, Shader shader, float scale = DefaultScale, Material materialPropertySource = null) {
var material = new Material(shader);
if (materialPropertySource != null) {
material.CopyPropertiesFromMaterial(materialPropertySource);
material.shaderKeywords = materialPropertySource.shaderKeywords;
}
material.mainTexture = t;
var page = material.ToSpineAtlasPage();
float width = t.width;
float height = t.height;
var region = new AtlasRegion();
region.name = t.name;
region.index = -1;
region.rotate = false;
// World space units
Vector2 boundsMin = Vector2.zero, boundsMax = new Vector2(width, height) * scale;
// Texture space/pixel units
region.width = (int)width;
region.originalWidth = (int)width;
region.height = (int)height;
region.originalHeight = (int)height;
region.offsetX = width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
region.offsetY = height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
// Use the full area of the texture.
region.u = 0;
region.v = 1;
region.u2 = 1;
region.v2 = 0;
region.x = 0;
region.y = 0;
region.page = page;
return region;
}
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
return t.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
}
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
public static AtlasRegion ToAtlasRegionPMAClone (this Texture2D t, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
var material = new Material(shader);
if (materialPropertySource != null) {
material.CopyPropertiesFromMaterial(materialPropertySource);
material.shaderKeywords = materialPropertySource.shaderKeywords;
}
var newTexture = t.GetClone(false, textureFormat, mipmaps);
newTexture.ApplyPMA(true);
newTexture.name = t.name + "-pma-";
material.name = t.name + shader.name;
material.mainTexture = newTexture;
var page = material.ToSpineAtlasPage();
var region = newTexture.ToAtlasRegion(shader);
region.page = page;
return region;
}
/// <summary> /// <summary>
/// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary> /// Creates a new Spine.AtlasPage from a UnityEngine.Material. If the material has a preassigned texture, the page width and height will be set.</summary>
@ -240,8 +320,13 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary> /// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary> /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate of the Sprite's texture data.</summary>
public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Shader shader, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
var material = new Material(shader); var material = new Material(shader);
if (materialPropertySource != null) {
material.CopyPropertiesFromMaterial(materialPropertySource);
material.shaderKeywords = materialPropertySource.shaderKeywords;
}
var tex = s.ToTexture(false, textureFormat, mipmaps); var tex = s.ToTexture(false, textureFormat, mipmaps);
tex.ApplyPMA(true); tex.ApplyPMA(true);
@ -257,7 +342,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
return region; return region;
} }
static AtlasRegion ToAtlasRegion (this Sprite s, bool isolatedTexture = false) { public static AtlasRegion ToAtlasRegionPMAClone (this Sprite s, Material materialPropertySource, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
return s.ToAtlasRegionPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource);
}
internal static AtlasRegion ToAtlasRegion (this Sprite s, bool isolatedTexture = false) {
var region = new AtlasRegion(); var region = new AtlasRegion();
region.name = s.name; region.name = s.name;
region.index = -1; region.index = -1;
@ -301,7 +390,14 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary> /// <summary>
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary> /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks> /// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) { public static Skin GetRepackedSkin (this Skin o, string newName, Material materialPropertySource, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
return GetRepackedSkin(o, newName, materialPropertySource.shader, out m, out t, maxAtlasSize, padding, textureFormat, mipmaps, materialPropertySource);
}
/// <summary>
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null) {
var skinAttachments = o.Attachments; var skinAttachments = o.Attachments;
var newSkin = new Skin(newName); var newSkin = new Skin(newName);
@ -317,7 +413,6 @@ namespace Spine.Unity.Modules.AttachmentTools {
foreach (var kvp in skinAttachments) { foreach (var kvp in skinAttachments) {
var newAttachment = kvp.Value.GetClone(true); var newAttachment = kvp.Value.GetClone(true);
if (IsRenderable(newAttachment)) { if (IsRenderable(newAttachment)) {
var region = newAttachment.GetAtlasRegion(); var region = newAttachment.GetAtlasRegion();
int existingIndex; int existingIndex;
if (existingRegions.TryGetValue(region, out existingIndex)) { if (existingRegions.TryGetValue(region, out existingIndex)) {
@ -344,6 +439,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments // Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
var newMaterial = new Material(shader); var newMaterial = new Material(shader);
if (materialPropertySource != null) {
newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
}
newMaterial.name = newName; newMaterial.name = newName;
newMaterial.mainTexture = newTexture; newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage(); var page = newMaterial.ToSpineAtlasPage();
@ -398,6 +498,18 @@ namespace Spine.Unity.Modules.AttachmentTools {
var r = s.textureRect; var r = s.textureRect;
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height); var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps); var newTexture = new Texture2D((int)r.width, (int)r.height, textureFormat, mipmaps);
newTexture.SetPixels(spritePixels);
if (applyImmediately)
newTexture.Apply();
return newTexture;
}
static Texture2D GetClone (this Texture2D t, bool applyImmediately = true, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps) {
var spritePixels = t.GetPixels(0, 0, (int)t.width, (int)t.height);
var newTexture = new Texture2D((int)t.width, (int)t.height, textureFormat, mipmaps);
newTexture.SetPixels(spritePixels); newTexture.SetPixels(spritePixels);
if (applyImmediately) if (applyImmediately)
@ -536,7 +648,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
} }
#endregion #endregion
private static float InverseLerp (float a, float b, float value) { static float InverseLerp (float a, float b, float value) {
return (value - a) / (b - a); return (value - a) / (b - a);
} }
} }
@ -737,7 +849,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
static void CloneVertexAttachment (VertexAttachment src, VertexAttachment dest) { static void CloneVertexAttachment (VertexAttachment src, VertexAttachment dest) {
dest.worldVerticesLength = src.worldVerticesLength; dest.worldVerticesLength = src.worldVerticesLength;
if (src.bones != null) if (src.bones != null)
dest.bones = src.vertices.Clone() as int[]; dest.bones = src.bones.Clone() as int[];
if (src.vertices != null) if (src.vertices != null)
dest.vertices = src.vertices.Clone() as float[]; dest.vertices = src.vertices.Clone() as float[];
@ -778,8 +890,20 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary> /// <summary>
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary> /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, bool inheritDeform = true) { public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, bool inheritDeform = true, Material materialPropertySource = null) {
return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion(new Material(shader)), inheritDeform); var m = new Material(shader);
if (materialPropertySource != null) {
m.CopyPropertiesFromMaterial(materialPropertySource);
m.shaderKeywords = materialPropertySource.shaderKeywords;
}
return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion(), inheritDeform);
}
/// <summary>
/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Material materialPropertySource, bool inheritDeform = true) {
return o.GetLinkedMesh(sprite, materialPropertySource.shader, inheritDeform, materialPropertySource);
} }
#endregion #endregion
} }

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@ -0,0 +1,9 @@
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folderAsset: yes
timeCreated: 1494092464
licenseType: Free
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@ -0,0 +1,70 @@
#ifndef SHADER_MATHS_INCLUDED
#define SHADER_MATHS_INCLUDED
#include "UnityCG.cginc"
////////////////////////////////////////
// Maths functions
//
inline half3 safeNormalize(half3 inVec)
{
half dp3 = max(0.001f, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
inline float dotClamped(float3 a, float3 b)
{
#if (SHADER_TARGET < 30 || defined(SHADER_API_PS3))
return saturate(dot(a, b));
#else
return max(0.0h, dot(a, b));
#endif
}
inline float oneDividedBy(float value)
{
//Catches NANs
float sign_value = sign(value);
float sign_value_squared = sign_value*sign_value;
return sign_value_squared / ( value + sign_value_squared - 1.0);
}
inline half pow5 (half x)
{
return x*x*x*x*x;
}
inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
{
float4 qr;
float half_angle = (angleRadians * 0.5);
qr.x = axis.x * sin(half_angle);
qr.y = axis.y * sin(half_angle);
qr.z = axis.z * sin(half_angle);
qr.w = cos(half_angle);
return qr;
}
inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
{
float4 q = quat_from_axis_angle(axis, angleRadians);
float3 v = position.xyz;
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float3 EncodeFloatRGB(float value)
{
const float max24int = 256*256*256-1;
float3 decomp = floor( value * float3( max24int/(256*256), max24int/256, max24int ) ) / 255.0;
decomp.z -= decomp.y * 256.0;
decomp.y -= decomp.x * 256.0;
return decomp;
}
float DecodeFloatRGB(float3 decomp)
{
return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) );
}
#endif // SHADER_MATHS_INCLUDED

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e1de23de2025abe4a84ff2edd3f24491
timeCreated: 1494092582
licenseType: Free
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@ -0,0 +1,472 @@
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED
#include "UnityCG.cginc"
#ifdef UNITY_INSTANCING_ENABLED
UNITY_INSTANCING_CBUFFER_START(PerDrawSprite)
// SpriteRenderer.Color while Non-Batched/Instanced.
fixed4 unity_SpriteRendererColorArray[UNITY_INSTANCED_ARRAY_SIZE];
// this could be smaller but that's how bit each entry is regardless of type
float4 unity_SpriteFlipArray[UNITY_INSTANCED_ARRAY_SIZE];
UNITY_INSTANCING_CBUFFER_END
#define _RendererColor unity_SpriteRendererColorArray[unity_InstanceID]
#define _Flip unity_SpriteFlipArray[unity_InstanceID]
#endif // instancing
CBUFFER_START(UnityPerDrawSprite)
#ifndef UNITY_INSTANCING_ENABLED
fixed4 _RendererColor;
float4 _Flip;
#endif
float _EnableExternalAlpha;
CBUFFER_END
////////////////////////////////////////
// Space functions
//
inline float4 calculateWorldPos(float4 vertex)
{
return mul(unity_ObjectToWorld, vertex);
}
inline float4 calculateLocalPos(float4 vertex)
{
#ifdef UNITY_INSTANCING_ENABLED
vertex.xy *= _Flip.xy;
#endif
float4 pos = UnityObjectToClipPos(vertex);
#ifdef PIXELSNAP_ON
pos = UnityPixelSnap(pos);
#endif
return pos;
}
inline half3 calculateWorldNormal(float3 normal)
{
return UnityObjectToWorldNormal(normal);
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
uniform sampler2D _BumpMap;
uniform half _BumpScale;
half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
half3 normal;
normal.xy = (packednormal.wy * 2 - 1);
#if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
inline half3 calculateWorldTangent(float4 tangent)
{
return UnityObjectToWorldDir(tangent);
}
inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentSign)
{
//When calculating the binormal we have to flip it when the mesh is scaled negatively.
//Normally this would just be unity_WorldTransformParams.w but this isn't set correctly by Unity for its SpriteRenderer meshes so get from objectToWorld matrix scale instead.
half worldTransformSign = sign(unity_ObjectToWorld[0][0] * unity_ObjectToWorld[1][1] * unity_ObjectToWorld[2][2]);
half sign = tangentSign * worldTransformSign;
return cross(normalWorld, tangentWorld) * sign;
}
inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
{
half3 localNormal = UnpackScaleNormal(tex2D(_BumpMap, texUV), _BumpScale);
half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
half3 normal = normalize(mul(localNormal, rotation));
return normal;
}
#endif // _NORMALMAP
////////////////////////////////////////
// Blending functions
//
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON)
//Normal Alpha
finalPixel.a = texureColor.a * color.a;
finalPixel.rgb = texureColor.rgb * color.rgb * (lighting * finalPixel.a);
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor * color;
finalPixel.rgb *= lighting * color.a;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = texureColor * color;
finalPixel.rgb *= lighting;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * color.rgb * lighting * 2.0f;
finalPixel.a = color.a * texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f * color;
finalPixel.rgb *= lighting * color.a;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor * color;
finalPixel.rgb *= lighting * finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
finalPixel.rgb = texureColor.rgb * color.rgb * lighting;
#endif
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON)
//Normal Alpha
finalPixel.a = texureColor.a;
finalPixel.rgb = texureColor.rgb * (lighting * finalPixel.a);
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor;
finalPixel.rgb *= lighting;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = texureColor;
finalPixel.rgb *= lighting;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * lighting * 2.0f;
finalPixel.a = texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f;
finalPixel.rgb *= lighting;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor;
finalPixel.rgb *= lighting * finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
finalPixel.rgb = texureColor.rgb * lighting;
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
finalPixel.a = 1.0;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel.rgb = texureColor.rgb * lighting * color.rgb * color.a;
finalPixel.a = 1.0;
#else
//Opaque
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
finalPixel.a = 1.0;
#else
//Pre multiplied alpha and Opaque
finalPixel.rgb = texureColor.rgb * lighting;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON)
//Normal Alpha
finalPixel.a = texureColor.a * color.a;
finalPixel.rgb = (texureColor.rgb * color.rgb) * finalPixel.a;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor * color;
finalPixel.rgb *= color.a;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = color * texureColor;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * color.rgb * 2.0f;
finalPixel.a = color.a * texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f * color;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = color * texureColor;
finalPixel.rgb *= finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
finalPixel.rgb = texureColor.rgb * color.rgb;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON)
//Normal Alpha
finalPixel.a = texureColor.a;
finalPixel.rgb = texureColor.rgb * finalPixel.a;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha
finalPixel = texureColor;
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = texureColor;
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb = texureColor.rgb * 2.0f;
finalPixel.a = texureColor.a;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel = texureColor * 2.0f;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel = texureColor;
finalPixel.rgb *= finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
finalPixel.rgb = texureColor.rgb;
#endif
return finalPixel;
}
////////////////////////////////////////
// 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
////////////////////////////////////////
// Color functions
//
uniform fixed4 _Color;
inline fixed4 calculateVertexColor(fixed4 color)
{
return color * _Color;
}
#if defined(_COLOR_ADJUST)
uniform float _Hue;
uniform float _Saturation;
uniform float _Brightness;
uniform fixed4 _OverlayColor;
float3 rgb2hsv(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
inline fixed4 adjustColor(fixed4 color)
{
float3 hsv = rgb2hsv(color.rgb);
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.z *= _Brightness;
color.rgb = hsv2rgb(hsv);
return color;
}
#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
#else // !_COLOR_ADJUST
#define COLORISE(pixel)
#define COLORISE_ADDITIVE(pixel)
#endif // !_COLOR_ADJUST
////////////////////////////////////////
// Fog
//
#if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
inline fixed4 applyFog(fixed4 pixel, float1 fogCoord)
{
#if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//In additive mode blend from clear to black based on luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0,0,0,0), fixed4(0,0,0,1), luminance);
#elif defined(_MULTIPLYBLEND)
//In multiplied mode fade to white based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(1,1,1,1), fixed4(0,0,0,0), luminance);
#elif defined(_MULTIPLYBLEND_X2)
//In multipliedx2 mode fade to grey based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), fixed4(0,0,0,0), luminance);
#elif defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
//In alpha blended modes blend to fog color based on pixel alpha
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
#else
//In opaque mode just return fog color;
fixed4 fogColor = unity_FogColor;
#endif
UNITY_APPLY_FOG_COLOR(fogCoord, pixel, fogColor);
return pixel;
}
#define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
#define APPLY_FOG_ADDITIVE(pixel, input) \
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
#else
#define APPLY_FOG(pixel, input)
#define APPLY_FOG_ADDITIVE(pixel, input)
#endif
////////////////////////////////////////
// Texture functions
//
uniform sampler2D _MainTex;
#if ETC1_EXTERNAL_ALPHA
//External alpha texture for ETC1 compression
uniform sampler2D _AlphaTex;
#endif //ETC1_EXTERNAL_ALPHA
#if _TEXTURE_BLEND
uniform sampler2D _BlendTex;
uniform float _BlendAmount;
inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
{
return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
}
#endif // _TEXTURE_BLEND
inline fixed4 calculateTexturePixel(float2 texcoord)
{
fixed4 pixel;
#if _TEXTURE_BLEND
pixel = calculateBlendedTexturePixel(texcoord);
#else
pixel = tex2D(_MainTex, texcoord);
#endif // !_TEXTURE_BLEND
#if ETC1_EXTERNAL_ALPHA
fixed4 alpha = tex2D (_AlphaTex, texcoord);
pixel.a = lerp (pixel.a, alpha.r, _EnableExternalAlpha);
#endif
#if defined(_COLOR_ADJUST)
pixel = adjustColor(pixel);
#endif // _COLOR_ADJUST
return pixel;
}
uniform fixed4 _MainTex_ST;
inline float2 calculateTextureCoord(float4 texcoord)
{
return TRANSFORM_TEX(texcoord, _MainTex);
}
#endif // SHADER_SHARED_INCLUDED

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#ifndef SPRITE_LIGHTING_INCLUDED
#define SPRITE_LIGHTING_INCLUDED
//Check for using mesh normals
#if !defined(_FIXED_NORMALS_VIEWSPACE) && !defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) && !defined(_FIXED_NORMALS_MODELSPACE) && !defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
#define MESH_NORMALS
#endif
//Check for fixing backfacing tangents
#if defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) || defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
#define FIXED_NORMALS_BACKFACE_RENDERING
#endif
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
#if defined(MESH_NORMALS)
float3 normal : NORMAL;
#endif // _FIXED_NORMALS
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
UNITY_INSTANCE_ID
};
////////////////////////////////////////
// Normal functions
//
uniform float4 _FixedNormal = float4(0, 0, 1, 1);
inline float3 getFixedNormal()
{
return _FixedNormal.xyz;
}
inline float calculateBackfacingSign(float3 worldPos)
{
//If we're using fixed normals and mesh is facing away from camera, flip tangentSign
//Unity uses a left handed coordinate system so camera always looks down the negative z axis
float3 cameraForward = float3(0,0,-1);
float3 meshWorldForward = mul((float3x3)unity_ObjectToWorld, cameraForward);
float3 toCamera = _WorldSpaceCameraPos - worldPos;
return sign(dot(toCamera, meshWorldForward));
}
inline half3 calculateSpriteWorldNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return calculateWorldNormal(vertex.normal);
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
//Rotate fixed normal by inverse view matrix to convert the fixed normal into world space
float3x3 invView = transpose((float3x3)UNITY_MATRIX_V);
return normalize(mul(invView, normal));
#else
//Model space fixed normal.
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return calculateWorldNormal(normal);
#endif
#endif // !MESH_NORMALS
}
inline half3 calculateSpriteViewNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
return normal;
#else
//Model space fixed normal
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
#endif
#endif // !MESH_NORMALS
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
inline half3 calculateSpriteWorldBinormal(VertexInput vertex, half3 normalWorld, half3 tangentWorld, float backFaceSign)
{
float tangentSign = vertex.tangent.w;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
tangentSign *= backFaceSign;
#endif
return calculateWorldBinormal(normalWorld, tangentWorld, tangentSign);
}
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
//Disable for softer, more traditional diffuse ramping
#define HARD_DIFFUSE_RAMP
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
float d = angleDot * 0.5 + 0.5;
#if defined(HARD_DIFFUSE_RAMP)
half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
return lightColor * ramp;
#else
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * (attenuation * 2);
#endif
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Rim Lighting functions
//
#ifdef _RIM_LIGHTING
uniform float _RimPower;
uniform fixed4 _RimColor;
inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
{
fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
float rimPower = pow(invDot, _RimPower);
float rim = saturate(rimPower * _RimColor.a);
#if defined(_DIFFUSE_RAMP)
rim = calculateDiffuseRamp(rim).r;
#endif
return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
}
#endif //_RIM_LIGHTING
////////////////////////////////////////
// Emission functions
//
#ifdef _EMISSION
uniform sampler2D _EmissionMap;
uniform fixed4 _EmissionColor;
uniform float _EmissionPower;
#define APPLY_EMISSION(diffuse, uv) diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower;
#define APPLY_EMISSION_SPECULAR(pixel, uv) pixel.rgb += (tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower) * pixel.a;
#else //!_EMISSION
#define APPLY_EMISSION(diffuse, uv)
#define APPLY_EMISSION_SPECULAR(pixel, uv)
#endif //!_EMISSION
#endif // SPRITE_LIGHTING_INCLUDED

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#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
#define SPRITE_PIXEL_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "SpriteSpecular.cginc"
#include "AutoLight.cginc"
////////////////////////////////////////
// Defines
//
////////////////////////////////////////
// Vertex output struct
//
#if defined(_NORMALMAP)
#define _VERTEX_LIGHTING_INDEX TEXCOORD5
#define _LIGHT_COORD_INDEX_0 6
#define _LIGHT_COORD_INDEX_1 7
#define _FOG_COORD_INDEX 8
#else
#define _VERTEX_LIGHTING_INDEX TEXCOORD3
#define _LIGHT_COORD_INDEX_0 4
#define _LIGHT_COORD_INDEX_1 5
#define _FOG_COORD_INDEX 6
#endif // _NORMALMAP
struct VertexOutput
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 posWorld : TEXCOORD1;
half3 normalWorld : TEXCOORD2;
#if defined(_NORMALMAP)
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
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Light calculations
//
uniform fixed4 _LightColor0;
inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld, inout fixed4 albedo)
{
//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;
}
inline float3 calculateNormalWorld(VertexOutput input)
{
#if defined(_NORMALMAP)
return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld);
#else
return input.normalWorld;
#endif
}
fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld)
{
fixed3 vertexLighting = fixed3(0,0,0);
#ifdef VERTEXLIGHT_ON
//Get approximated illumination from non-important point lights
vertexLighting = Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, posWorld, normalWorld) * 0.5;
#endif
return vertexLighting;
}
fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(_SPHERICAL_HARMONICS)
fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0));
#else
fixed3 ambient = unity_AmbientSky.rgb;
#endif
return ambient;
}
#if defined(SPECULAR)
fixed4 calculateSpecularLight(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor, half3 ambient)
{
SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, ambient, unity_IndirectSpecColor.rgb);
fixed4 pixel = calculateLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
pixel.rgb += data.specular * s.alpha;
return pixel;
}
fixed4 calculateSpecularLightAdditive(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor)
{
SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, half3(0,0,0), half3(0,0,0));
fixed4 pixel = calculateAdditiveLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
pixel.rgb += data.specular * s.alpha;
return pixel;
}
#endif //SPECULAR
////////////////////////////////////////
// Vertex program
//
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)
backFaceSign = calculateBackfacingSign(output.posWorld.xyz);
#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
return output;
}
////////////////////////////////////////
// Fragment programs
//
fixed4 fragBase(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord);
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
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

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#ifndef SPRITE_SHADOWS_INCLUDED
#define SPRITE_SHADOWS_INCLUDED
#include "ShaderShared.cginc"
////////////////////////////////////////
// Vertex structs
//
struct vertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput
{
V2F_SHADOW_CASTER;
float2 texcoord : TEXCOORD1;
};
////////////////////////////////////////
// Vertex program
//
vertexOutput vert(vertexInput v)
{
vertexOutput o;
TRANSFER_SHADOW_CASTER(o)
o.texcoord = calculateTextureCoord(v.texcoord);
return o;
}
////////////////////////////////////////
// Fragment program
//
uniform fixed _ShadowAlphaCutoff;
fixed4 frag(vertexOutput IN) : COLOR
{
fixed4 texureColor = calculateTexturePixel(IN.texcoord);
clip(texureColor.a - _ShadowAlphaCutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
#endif // SPRITE_SHADOWS_INCLUDED

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#ifndef SPRITE_SPECULAR_INCLUDED
#define SPRITE_SPECULAR_INCLUDED
#include "ShaderMaths.cginc"
////////////////////////////////////////
// Specular functions
//
#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
#define SPECULAR
//ALL THESE FUNCTIONS ARE TAKEN AND ADAPTED FROM UNITY'S OWN PHYSICS BASED STANDARD SHADER
uniform float _Metallic;
uniform float _Glossiness;
uniform float _GlossMapScale;
uniform sampler2D _MetallicGlossMap;
struct SpecularLightData
{
half3 lighting;
half3 specular;
};
struct SpecularCommonData
{
half3 diffColor, specColor;
// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
half oneMinusReflectivity, smoothness;
half alpha;
};
inline half2 getMetallicGloss(float2 uv)
{
half2 mg;
#ifdef _SPECULAR_GLOSSMAP
mg = tex2D(_MetallicGlossMap, uv).ra;
mg.g *= _GlossMapScale;
#else
mg.r = _Metallic;
mg.g = _Glossiness;
#endif
return mg;
}
inline half getOneMinusReflectivityFromMetallic(half metallic)
{
// We'll need oneMinusReflectivity, so
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
// store (1-dielectricSpec) in unity_ColorSpaceDielectricSpec.a, then
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
// = alpha - metallic * alpha
half oneMinusDielectricSpec = unity_ColorSpaceDielectricSpec.a;
return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
}
inline SpecularCommonData getSpecularData(float2 uv, half4 texureColor, fixed4 color)
{
half2 metallicGloss = getMetallicGloss(uv);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
fixed4 albedo = calculatePixel(texureColor, color);
half3 specColor = lerp (unity_ColorSpaceDielectricSpec.rgb, albedo, metallic);
half oneMinusReflectivity = getOneMinusReflectivityFromMetallic(metallic);
half3 diffColor = albedo * oneMinusReflectivity;
SpecularCommonData o = (SpecularCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
#if defined(_ALPHAPREMULTIPLY_ON) && (SHADER_TARGET >= 30)
// Reflectivity 'removes' from the rest of components, including Transparency
// outAlpha = 1-(1-alpha)*(1-reflectivity) = 1-(oneMinusReflectivity - alpha*oneMinusReflectivity) =
// = 1-oneMinusReflectivity + alpha*oneMinusReflectivity
//o.alpha = 1-oneMinusReflectivity + albedo.a*oneMinusReflectivity;
o.alpha = albedo.a;
#else
o.alpha = albedo.a;
#endif
return o;
}
inline half SmoothnessToPerceptualRoughness(half smoothness)
{
return (1 - smoothness);
}
inline half PerceptualRoughnessToRoughness(half perceptualRoughness)
{
return perceptualRoughness * perceptualRoughness;
}
// Ref: http://jcgt.org/published/0003/02/03/paper.pdf
inline half SmithJointGGXVisibilityTerm (half NdotL, half NdotV, half roughness)
{
#if 0
// Original formulation:
// lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
// lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;
// G = 1 / (1 + lambda_v + lambda_l);
// Reorder code to be more optimal
half a = roughness;
half a2 = a * a;
half lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
half lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
// Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l + 1e-5f));
return 0.5f / (lambdaV + lambdaL + 1e-5f); // This function is not intended to be running on Mobile,
// therefore epsilon is smaller than can be represented by half
#else
// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
half a = roughness;
half lambdaV = NdotL * (NdotV * (1 - a) + a);
half lambdaL = NdotV * (NdotL * (1 - a) + a);
return 0.5f / (lambdaV + lambdaL + 1e-5f);
#endif
}
inline half GGXTerm (half NdotH, half roughness)
{
half a2 = roughness * roughness;
half d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad
return UNITY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile,
// therefore epsilon is smaller than what can be represented by half
}
inline half3 FresnelTerm (half3 F0, half cosA)
{
half t = pow5 (1 - cosA); // ala Schlick interpoliation
return F0 + (1-F0) * t;
}
inline half3 FresnelLerp (half3 F0, half F90, half cosA)
{
half t = pow5 (1 - cosA); // ala Schlick interpoliation
return lerp (F0, F90, t);
}
// Note: Disney diffuse must be multiply by diffuseAlbedo / PI. This is done outside of this function.
inline half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness)
{
half fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
// Two schlick fresnel term
half lightScatter = (1 + (fd90 - 1) * pow5(1 - NdotL));
half viewScatter = (1 + (fd90 - 1) * pow5(1 - NdotV));
return lightScatter * viewScatter;
}
// Main Physically Based BRDF
// Derived from Disney work and based on Torrance-Sparrow micro-facet model
//
// BRDF = kD / pi + kS * (D * V * F) / 4
// I = BRDF * NdotL
//
// * NDF (depending on UNITY_BRDF_GGX):
// a) Normalized BlinnPhong
// b) GGX
// * Smith for Visiblity term
// * Schlick approximation for Fresnel
SpecularLightData calculatePhysicsBasedSpecularLight(half3 specColor, half oneMinusReflectivity, half smoothness, half3 normal, half3 viewDir, half3 lightdir, half3 lightColor, half3 indirectDiffuse, half3 indirectSpecular)
{
half perceptualRoughness = SmoothnessToPerceptualRoughness (smoothness);
half3 halfDir = safeNormalize (lightdir + viewDir);
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping
// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts.
// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too).
// Following define allow to control this. Set it to 0 if ALU is critical on your platform.
// This correction is interesting for GGX with SmithJoint visibility function because artifacts are more visible in this case due to highlight edge of rough surface
// Edit: Disable this code by default for now as it is not compatible with two sided lighting used in SpeedTree.
#define UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV 0
#if UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
// The amount we shift the normal toward the view vector is defined by the dot product.
half shiftAmount = dot(normal, viewDir);
normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f) : normal;
// A re-normalization should be applied here but as the shift is small we don't do it to save ALU.
//normal = normalize(normal);
half nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here
#else
half nv = abs(dot(normal, viewDir)); // This abs allow to limit artifact
#endif
half nl = saturate(dot(normal, lightdir));
half nh = saturate(dot(normal, halfDir));
half lv = saturate(dot(lightdir, viewDir));
half lh = saturate(dot(lightdir, halfDir));
// Diffuse term
half diffuseTerm = DisneyDiffuse(nv, nl, lh, perceptualRoughness) * nl;
// Specular term
// HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm!
// BUT 1) that will make shader look significantly darker than Legacy ones
// and 2) on engine side "Non-important" lights have to be divided by Pi too in cases when they are injected into ambient SH
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
half V = SmithJointGGXVisibilityTerm (nl, nv, roughness);
half D = GGXTerm (nh, roughness);
half specularTerm = V*D * UNITY_PI; // Torrance-Sparrow model, Fresnel is applied later
# ifdef UNITY_COLORSPACE_GAMMA
specularTerm = sqrt(max(1e-4h, specularTerm));
# endif
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value
specularTerm = max(0, specularTerm * nl);
// surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1)
half surfaceReduction;
# ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0 - 0.28f * roughness * perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1]
# else
surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1]
# endif
// To provide true Lambert lighting, we need to be able to kill specular completely.
specularTerm *= any(specColor) ? 1.0 : 0.0;
half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity));
SpecularLightData outData = (SpecularLightData)0;
outData.lighting = indirectDiffuse + lightColor * diffuseTerm;
outData.specular = (specularTerm * lightColor * FresnelTerm (specColor, lh)) + (surfaceReduction * indirectSpecular * FresnelLerp (specColor, grazingTerm, nv));
return outData;
}
#endif // _SPECULAR && _SPECULAR_GLOSSMAP
#endif // SPRITE_SPECULAR_INCLUDED

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#ifndef SPRITE_UNLIT_INCLUDED
#define SPRITE_UNLIT_INCLUDED
#include "ShaderShared.cginc"
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
#if defined(_FOG)
UNITY_FOG_COORDS(1)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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);
ALPHA_CLIP(texureColor, input.color)
fixed4 pixel = calculatePixel(texureColor, input.color);
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_UNLIT_INCLUDED

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#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
#define SPRITE_VERTEX_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "SpriteSpecular.cginc"
////////////////////////////////////////
// Defines
//
//Define to use spot lights (more expensive)
#define SPOT_LIGHTS
//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
#define PER_PIXEL_LIGHTING
#endif
//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
#undef PER_PIXEL_LIGHTING
#undef _NORMALMAP
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
//In D3D9 only have a max of 9 TEXCOORD so can't have diffuse ramping or fog or rim lighting if processing lights per pixel
#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
#undef _DIFFUSE_RAMP
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_DIFFUSE_RAMP)
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_RIM_LIGHTING)
#undef _FOG
#undef _DIFFUSE_RAMP
#else
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD9
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD10
#define _FOG_COORD_INDEX 11
#else
#define _FOG_COORD_INDEX 10
#endif
#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD8
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD9
#define _FOG_COORD_INDEX 10
#else
#define _FOG_COORD_INDEX 9
#endif
#else //!_DIFFUSE_RAMP && !_NORMALMAP
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD8
#define _FOG_COORD_INDEX 9
#else
#define _FOG_COORD_INDEX 8
#endif
#endif
#else //!PER_PIXEL_LIGHTING
#define _FOG_COORD_INDEX 2
#endif
////////////////////////////////////////
// Vertex output struct
//
struct VertexOutput
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float3 texcoord : TEXCOORD0;
#if defined(PER_PIXEL_LIGHTING)
half4 VertexLightInfo0 : TEXCOORD1;
half4 VertexLightInfo1 : TEXCOORD2;
half4 VertexLightInfo2 : TEXCOORD3;
half4 VertexLightInfo3 : TEXCOORD4;
half4 VertexLightInfo4 : TEXCOORD5;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD6;
half4 tangentWorld : TEXCOORD7;
half4 binormalWorld : TEXCOORD8;
#else
half3 normalWorld : TEXCOORD6;
half3 VertexLightInfo5 : TEXCOORD7;
#endif
#if defined(_DIFFUSE_RAMP)
half4 LightAttenuations : ATTENUATIONS;
#endif
#if defined(_RIM_LIGHTING)
float4 posWorld : _POS_WORLD_INDEX;
#endif
#else //!PER_PIXEL_LIGHTING
half3 FullLighting : TEXCOORD1;
#endif // !PER_PIXEL_LIGHTING
#if defined(_FOG)
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Light calculations
//
struct VertexLightInfo
{
half3 lightDirection;
fixed3 lightColor;
#if defined(_DIFFUSE_RAMP)
float attenuation;
#endif // _DIFFUSE_RAMP
};
inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
{
VertexLightInfo lightInfo;
//For directional lights unity_LightPosition.w is set to zero
lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
// don't produce NaNs if some vertex position overlaps with the light
lengthSq = max(lengthSq, 0.000001);
lightInfo.lightDirection *= rsqrt(lengthSq);
float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);
#if defined(SPOT_LIGHTS)
//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
{
float rho = max (0, dot(lightInfo.lightDirection, unity_SpotDirection[index].xyz));
float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
attenuation *= saturate(spotAtt);
}
#endif // SPOT_LIGHTS
//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
#if defined(_DIFFUSE_RAMP)
lightInfo.lightColor = unity_LightColor[index].rgb;
lightInfo.attenuation = attenuation;
#else
lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
#endif // _DIFFUSE_RAMP
return lightInfo;
}
fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(_SPHERICAL_HARMONICS)
//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics
static const fixed3 worldUp = fixed3(0,1,0);
static const float skyGroundDotMul = 2.5;
static const float minEquatorMix = 0.5;
static const float equatorColorBlur = 0.33;
float upDot = dot(normalWorld, worldUp);
//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
//This simulates how directional lights get blurred using spherical harmonics
//Work out color from ground and sky, ignoring equator
float adjustedDot = upDot * skyGroundDotMul;
fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
//Work out equator lights brightness
float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
//Blur equator color with sky and ground colors based on how bright it is.
fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
//Work out 3 way lerp inc equator light
fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
//Mix the two colors together based on how bright the equator light is
return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix));
#else // !_SPHERICAL_HARMONICS
//Flat ambient is just the sky color
return unity_AmbientSky.rgb;
#endif // !_SPHERICAL_HARMONICS
}
////////////////////////////////////////
// Light Packing Functions
//
#if defined(_DIFFUSE_RAMP)
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
{
float angleDot = max(0, dot(viewNormal, lightViewDir));
fixed3 lightDiffuse = calculateRampedDiffuse(lightColor, attenuation, angleDot);
return lightDiffuse;
}
#else
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
{
float angleDot = max(0, dot(viewNormal, lightViewDir));
fixed3 lightDiffuse = attenuatedLightColor * angleDot;
return lightDiffuse;
}
#endif // _NORMALMAP
#if defined(PER_PIXEL_LIGHTING)
#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
#define VERTEX_LIGHT_0_R VertexLightInfo4.x
#define VERTEX_LIGHT_0_G VertexLightInfo4.y
#define VERTEX_LIGHT_0_B VertexLightInfo4.z
#define VERTEX_LIGHT_1_DIR VertexLightInfo1.xyz
#define VERTEX_LIGHT_1_R VertexLightInfo0.w
#define VERTEX_LIGHT_1_G VertexLightInfo1.w
#define VERTEX_LIGHT_1_B VertexLightInfo2.w
#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
#define VERTEX_LIGHT_2_R VertexLightInfo3.w
#define VERTEX_LIGHT_2_G VertexLightInfo4.w
#define VERTEX_LIGHT_2_B texcoord.z
#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
#if defined(_NORMALMAP)
#define VERTEX_LIGHT_3_R normalWorld.w
#define VERTEX_LIGHT_3_G tangentWorld.w
#define VERTEX_LIGHT_3_B binormalWorld.w
#else
#define VERTEX_LIGHT_3_R VertexLightInfo5.x
#define VERTEX_LIGHT_3_G VertexLightInfo5.y
#define VERTEX_LIGHT_3_B VertexLightInfo5.z
#endif
#if defined(_DIFFUSE_RAMP)
#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
{ \
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
}
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
}
#else
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
}
#endif
#define PACK_VERTEX_LIGHT(index, output, viewPos) \
{ \
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
}
#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
{ \
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
}
#if defined(SPECULAR)
#define ADD_VERTEX_LIGHT_SPEC(index, input, viewNormal, specData, combinedLightData, indirectDiffuse, indirectSpecular) \
{ \
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
SpecularLightData lightData = calculatePhysicsBasedSpecularLight(specData.specColor, specData.oneMinusReflectivity, specData.smoothness, viewNormal, fixed3(0,0,1), lightViewDir, lightColor, indirectDiffuse, indirectSpecular); \
combinedLightData.lighting += lightData.lighting; \
combinedLightData.specular += lightData.specular; \
}
#endif
#else //!PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex Only Functions
//
inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
return lightInfo.lightColor * angleDot;
}
#endif // !PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
#if defined(FIXED_NORMALS_BACKFACE_RENDERING) || defined(_RIM_LIGHTING)
float4 powWorld = calculateWorldPos(input.vertex);
#endif
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(powWorld.xyz);
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_RIM_LIGHTING)
output.posWorld = powWorld;
#endif
PACK_VERTEX_LIGHT(0, output, viewPos)
PACK_VERTEX_LIGHT(1, output, viewPos)
PACK_VERTEX_LIGHT(2, output, viewPos)
PACK_VERTEX_LIGHT(3, output, viewPos)
output.normalWorld.xyz = calculateSpriteWorldNormal(input, backFaceSign);
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld, output.tangentWorld, backFaceSign);
#endif
#else // !PER_PIXEL_LIGHTING
//Just pack full lighting
float3 viewNormal = calculateSpriteViewNormal(input, backFaceSign);
//Get Ambient diffuse
float3 normalWorld = calculateSpriteWorldNormal(input, backFaceSign);
fixed3 ambient = calculateAmbientLight(normalWorld);
fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
output.FullLighting = ambient + diffuse;
#endif // !PER_PIXEL_LIGHTING
#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);
ALPHA_CLIP(texureColor, input.color)
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWorld = input.normalWorld.xyz;
#endif
//Get Ambient diffuse
fixed3 ambient = calculateAmbientLight(normalWorld);
half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
#if defined(SPECULAR)
SpecularCommonData specData = getSpecularData(input.texcoord.xy, texureColor, input.color);
SpecularLightData combinedLightData = (SpecularLightData)0;
ADD_VERTEX_LIGHT_SPEC(0, input, normalView, specData, combinedLightData, ambient, unity_IndirectSpecColor.rgb)
ADD_VERTEX_LIGHT_SPEC(1, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
ADD_VERTEX_LIGHT_SPEC(2, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
ADD_VERTEX_LIGHT_SPEC(3, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
fixed4 pixel = calculateLitPixel(fixed4(specData.diffColor, specData.alpha), combinedLightData.lighting);
pixel.rgb += combinedLightData.specular * specData.alpha;
APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
#else
//Find vertex light diffuse
fixed3 diffuse = fixed3(0,0,0);
//Add each vertex light to diffuse
ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
fixed3 lighting = ambient + diffuse;
APPLY_EMISSION(lighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
#endif
#else // !PER_PIXEL_LIGHTING
APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
#endif // !PER_PIXEL_LIGHTING
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_VERTEX_LIGHTING_INCLUDED

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fileFormatVersion: 2
guid: c739dcf9dbcab944898d0b796e11afb9
timeCreated: 1494092582
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,522 @@
Shader "Hidden/Sprite-CameraDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader with replacement tag "RenderType")
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Sprite" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _FixedNormal;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteViewSpaceFixedNormal" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/SpriteLighting.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.nz.xyz = getFixedNormal();
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteModelSpaceFixedNormal" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/SpriteLighting.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 normal = getFixedNormal();
//Only do this if backface is enabled :/
normal *= calculateBackfacingSign(worldPos.xyz);
//
o.nz.xyz = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4794ea6b2d07cc546ba97a809b5f9ada
timeCreated: 1494092583
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,518 @@
Shader "Hidden/Sprite-CameraDepthTexture" {
// Use this shader to render a Depth texture for a camera with soft edged Sprites (using camera.RenderWithShader with replacement tag "RenderType")
// Note the depth is encoded into the pixels RGB not the full RGBA (alpha is needed for blending)
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Sprite" }
Pass {
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/ShaderMaths.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), alpha);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteViewSpaceFixedNormal" }
Pass {
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/ShaderMaths.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), alpha);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteModelSpaceFixedNormal" }
Pass {
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/ShaderMaths.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), alpha);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
struct v2f {
float4 pos : SV_POSITION;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderMaths.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return fixed4(EncodeFloatRGB (i.depth), 1);
}
ENDCG
}
}
Fallback Off
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f768a57e040cc48489ad8c7392a31154
timeCreated: 1494092586
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,522 @@
Shader "Hidden/Sprite-CameraNormalsTexture" {
// Use this shader to render a Normals texture for a camera with correct sprite normals (using camera.RenderWithShader with replacement tag "RenderType")
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Sprite" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _FixedNormal;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteViewSpaceFixedNormal" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/SpriteLighting.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
o.nz.xyz = getFixedNormal();
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="SpriteModelSpaceFixedNormal" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/ShaderShared.cginc"
#include "CGIncludes/SpriteLighting.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = calculateTextureCoord(v.texcoord);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex);
float3 normal = getFixedNormal();
//Only do this if backface is enabled :/
normal *= calculateBackfacingSign(worldPos.xyz);
//
o.nz.xyz = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = calculateTexturePixel(i.uv );
float alpha = texcol.a*_Color.a;
clip( alpha - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return i.nz;
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return i.nz;
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return i.nz;
}
ENDCG
}
}
Fallback Off
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 537141eca02c6df4bb8b4f77567e9de2
timeCreated: 1494092584
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@ -4,18 +4,30 @@ Shader "Spine/Sprite/Pixel Lit"
{ {
_MainTex ("Main Texture", 2D) = "white" {} _MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1) _Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {} _BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0) _EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {} _EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0 _EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {} _DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,-1,1) _FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite ("Depth Write", Float) = 1.0 _ZWrite ("Depth Write", Float) = 1.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5 _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0) _OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0 _Hue("Hue", Range(-0.5,0.5)) = 0.0
@ -36,7 +48,7 @@ Shader "Spine/Sprite/Pixel Lit"
SubShader SubShader
{ {
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" } Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 200 LOD 200
Pass Pass
@ -51,9 +63,10 @@ Shader "Spine/Sprite/Pixel Lit"
CGPROGRAM CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP #pragma shader_feature _NORMALMAP
#pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
#pragma shader_feature _ALPHA_CLIP #pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION #pragma shader_feature _EMISSION
#pragma shader_feature _RIM_LIGHTING #pragma shader_feature _RIM_LIGHTING
@ -66,11 +79,13 @@ Shader "Spine/Sprite/Pixel Lit"
#pragma multi_compile_fwdbase #pragma multi_compile_fwdbase
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment fragBase #pragma fragment fragBase
#include "SpritePixelLighting.cginc" #include "CGIncludes/SpritePixelLighting.cginc"
ENDCG ENDCG
} }
Pass Pass
@ -85,9 +100,10 @@ Shader "Spine/Sprite/Pixel Lit"
CGPROGRAM CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP #pragma shader_feature _NORMALMAP
#pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
#pragma shader_feature _ALPHA_CLIP #pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _DIFFUSE_RAMP #pragma shader_feature _DIFFUSE_RAMP
#pragma shader_feature _COLOR_ADJUST #pragma shader_feature _COLOR_ADJUST
@ -97,11 +113,13 @@ Shader "Spine/Sprite/Pixel Lit"
#pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fwdadd_fullshadows
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment fragAdd #pragma fragment fragAdd
#include "SpritePixelLighting.cginc" #include "CGIncludes/SpritePixelLighting.cginc"
ENDCG ENDCG
} }
Pass Pass
@ -117,13 +135,15 @@ Shader "Spine/Sprite/Pixel Lit"
Lighting Off Lighting Off
CGPROGRAM CGPROGRAM
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "SpriteShadows.cginc" #include "CGIncludes/SpriteShadows.cginc"
ENDCG ENDCG
} }
} }

View File

@ -5,9 +5,14 @@ Shader "Spine/Sprite/Unlit"
_MainTex ("Main Texture", 2D) = "white" {} _MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1) _Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_ZWrite ("Depth Write", Float) = 0.0 _ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0 _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0) _OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0 _Hue("Hue", Range(-0.5,0.5)) = 0.0
@ -25,7 +30,7 @@ Shader "Spine/Sprite/Unlit"
SubShader SubShader
{ {
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" } Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100 LOD 100
Pass Pass
@ -38,7 +43,7 @@ Shader "Spine/Sprite/Unlit"
Lighting Off Lighting Off
CGPROGRAM CGPROGRAM
#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ALPHA_CLIP #pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _TEXTURE_BLEND #pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _COLOR_ADJUST #pragma shader_feature _COLOR_ADJUST
@ -46,11 +51,13 @@ Shader "Spine/Sprite/Unlit"
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "SpriteUnlit.cginc" #include "CGIncludes/SpriteUnlit.cginc"
ENDCG ENDCG
} }
Pass Pass
@ -66,13 +73,15 @@ Shader "Spine/Sprite/Unlit"
Lighting Off Lighting Off
CGPROGRAM CGPROGRAM
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "SpriteShadows.cginc" #include "CGIncludes/SpriteShadows.cginc"
ENDCG ENDCG
} }
} }

View File

@ -4,18 +4,30 @@ Shader "Spine/Sprite/Vertex Lit"
{ {
_MainTex ("Main Texture", 2D) = "white" {} _MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1) _Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {} _BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0) _EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {} _EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0 _EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {} _DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,-1,1) _FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite ("Depth Write", Float) = 0.0 _ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0 _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0) _OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0 _Hue("Hue", Range(-0.5,0.5)) = 0.0
@ -36,7 +48,7 @@ Shader "Spine/Sprite/Vertex Lit"
SubShader SubShader
{ {
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" } Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150 LOD 150
Pass Pass
@ -52,9 +64,10 @@ Shader "Spine/Sprite/Vertex Lit"
CGPROGRAM CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP #pragma shader_feature _NORMALMAP
#pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
#pragma shader_feature _ALPHA_CLIP #pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION #pragma shader_feature _EMISSION
#pragma shader_feature _DIFFUSE_RAMP #pragma shader_feature _DIFFUSE_RAMP
@ -64,13 +77,16 @@ Shader "Spine/Sprite/Vertex Lit"
#pragma shader_feature _SPHERICAL_HARMONICS #pragma shader_feature _SPHERICAL_HARMONICS
#pragma shader_feature _FOG #pragma shader_feature _FOG
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "SpriteVertexLighting.cginc" #include "CGIncludes/SpriteVertexLighting.cginc"
ENDCG ENDCG
} }
Pass Pass
@ -86,13 +102,15 @@ Shader "Spine/Sprite/Vertex Lit"
Lighting Off Lighting Off
CGPROGRAM CGPROGRAM
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "SpriteShadows.cginc" #include "CGIncludes/SpriteShadows.cginc"
ENDCG ENDCG
} }
} }