From 52fc282984ef9ba345f8e6d863c684a596d67541 Mon Sep 17 00:00:00 2001 From: pharan Date: Mon, 17 Apr 2017 18:10:58 +0800 Subject: [PATCH] [unity] Update shaders. --- .../Ghost/Shaders/SkeletonGhost.shader | 90 ------------------- .../Spine-Special-Skeleton-Ghost.shader | 59 ++++++++++++ ... Spine-Special-Skeleton-Ghost.shader.meta} | 0 .../Shaders/Spine-Skeleton-Fill.shader | 57 ++++++++++++ .../Shaders/Spine-Skeleton-Fill.shader.meta | 9 ++ ...Tint.shader => Spine-Skeleton-Tint.shader} | 35 ++++---- ...r.meta => Spine-Skeleton-Tint.shader.meta} | 0 .../Modules/Shaders/Sprite/ShaderShared.cginc | 4 +- .../Sprite/SpriteDepthNormalsTexture.shader | 4 +- ...ic.shader => Spine-SkeletonGraphic.shader} | 21 ++--- ...meta => Spine-SkeletonGraphic.shader.meta} | 0 ...shader => Spine-Skeleton-TintBlack.shader} | 14 +-- ...a => Spine-Skeleton-TintBlack.shader.meta} | 0 ...{Skeleton.shader => Spine-Skeleton.shader} | 20 ++--- ...shader.meta => Spine-Skeleton.shader.meta} | 0 .../Assets/spine-unity/Shaders/Utility.meta | 9 ++ .../Shaders/{ => Utility}/Bones.shader | 4 +- .../Shaders/{ => Utility}/Bones.shader.meta | 0 .../Shaders/{ => Utility}/HiddenPass.mat | 0 .../Shaders/{ => Utility}/HiddenPass.mat.meta | 0 .../Shaders/{ => Utility}/HiddenPass.shader | 0 .../{ => Utility}/HiddenPass.shader.meta | 0 22 files changed, 185 insertions(+), 141 deletions(-) delete mode 100644 spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader create mode 100644 spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader rename spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/{SkeletonGhost.shader.meta => Spine-Special-Skeleton-Ghost.shader.meta} (100%) create mode 100644 spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader create mode 100644 spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta rename spine-unity/Assets/spine-unity/Modules/Shaders/{SkeletonTint.shader => Spine-Skeleton-Tint.shader} (79%) rename spine-unity/Assets/spine-unity/Modules/Shaders/{SkeletonTint.shader.meta => Spine-Skeleton-Tint.shader.meta} (100%) rename spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/{SkeletonGraphic.shader => Spine-SkeletonGraphic.shader} (86%) rename spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/{SkeletonGraphic.shader.meta => Spine-SkeletonGraphic.shader.meta} (100%) rename spine-unity/Assets/spine-unity/Shaders/{Skeleton TintBlack.shader => Spine-Skeleton-TintBlack.shader} (90%) rename spine-unity/Assets/spine-unity/Shaders/{Skeleton TintBlack.shader.meta => Spine-Skeleton-TintBlack.shader.meta} (100%) rename spine-unity/Assets/spine-unity/Shaders/{Skeleton.shader => Spine-Skeleton.shader} (87%) rename spine-unity/Assets/spine-unity/Shaders/{Skeleton.shader.meta => Spine-Skeleton.shader.meta} (100%) create mode 100644 spine-unity/Assets/spine-unity/Shaders/Utility.meta rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/Bones.shader (91%) rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/Bones.shader.meta (100%) rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/HiddenPass.mat (100%) rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/HiddenPass.mat.meta (100%) rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/HiddenPass.shader (100%) rename spine-unity/Assets/spine-unity/Shaders/{ => Utility}/HiddenPass.shader.meta (100%) diff --git a/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader b/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader deleted file mode 100644 index bda3f4684..000000000 --- a/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader +++ /dev/null @@ -1,90 +0,0 @@ -//Shader written by Alex Dixon -Shader "Spine/Special/SkeletonGhost" -{ - Properties - { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} - _TextureFade ("Texture Fade Out", Range(0,1)) = 0 - } - SubShader - { - - Tags {"Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent"} - Fog { Mode Off } - Blend One OneMinusSrcAlpha - ZWrite Off - Cull Off - - Pass - { - Tags {"LightMode" = "Always"} // This Pass tag is important or Unity may not give it the correct light information. - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - //#pragma multi_compile_fwdbase // This line tells Unity to compile this pass for forward base. - - #include "UnityCG.cginc" - //#include "AutoLight.cginc" - - struct vertex_input - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - float4 color : COLOR; - }; - - struct vertex_output - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 color : COLOR; - }; - - sampler2D _MainTex; - fixed4 _Color; - fixed _TextureFade; - - vertex_output vert (vertex_input v) - { - vertex_output o; - o.pos = mul( UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - o.color = v.color; - - - return o; - } - - fixed4 frag(vertex_output i) : COLOR - { - fixed4 tex = tex2D(_MainTex, i.uv); - - tex = fixed4(max(_TextureFade, tex.r), max(_TextureFade, tex.g), max(_TextureFade, tex.b), tex.a); - - return tex * ((i.color * _Color) * tex.a); - - - - //float finalAlpha = tex.a * i.color.a * _Color.a; - - /* - TODO: Add basic lighting stuff in later? - - fixed4 c; - c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb); // Ambient term. Only do this in Forward Base. It only needs calculating once. - c.rgb += tex.rgb; // Diffuse and specular. - //Unity 4: c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb * 2); // Ambient term. Only do this in Forward Base. It only needs calculating once. - //Unity 4: c.rgb += (tex.rgb * _LightColor0.rgb * diff) * (atten * 2); // Diffuse and specular. - c.a = tex.a; // + _LightColor0.a * atten; - - return c; - */ - } - ENDCG - } - - - } - //FallBack "Transparent/Cutout/VertexLit" // Use VertexLit's shadow caster/receiver passes. -} \ No newline at end of file diff --git a/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader b/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader new file mode 100644 index 000000000..0851c0c34 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader @@ -0,0 +1,59 @@ +// - Unlit + no shadow +// - Premultiplied Alpha Blending (One OneMinusSrcAlpha) +// - Double-sided, no depth + +Shader "Spine/Special/SkeletonGhost" { + Properties { + _Color ("Main Color", Color) = (1,1,1,1) + _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} + _TextureFade ("Texture Fade Out", Range(0,1)) = 0 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="False" + "RenderType"="Transparent" + } + Fog { Mode Off } + Blend One OneMinusSrcAlpha + ZWrite Off + Cull Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + sampler2D _MainTex; + fixed4 _Color; + fixed _TextureFade; + + struct VertexInput { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 color : COLOR; + }; + + VertexOutput vert (VertexInput v) { + VertexOutput o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.uv; + o.color = v.color; + return o; + } + + fixed4 frag (VertexOutput i) : COLOR { + fixed4 tc = tex2D(_MainTex, i.uv); + tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a); + return tc * ((i.color * _Color) * tc.a); + } + ENDCG + } + } +} \ No newline at end of file diff --git a/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader.meta b/spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader.meta rename to spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader.meta diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader new file mode 100644 index 000000000..653351778 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader @@ -0,0 +1,57 @@ +// - Unlit + no shadow +// - Premultiplied Alpha Blending (One OneMinusSrcAlpha) +// - Double-sided, no depth + +Shader "Spine/Skeleton Fill" { + Properties { + _FillColor ("FillColor", Color) = (1,1,1,1) + _FillPhase ("FillPhase", Range(0, 1)) = 0 + [NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {} + } + SubShader { + Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane" } + Blend One OneMinusSrcAlpha + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + sampler2D _MainTex; + float4 _FillColor; + float _FillPhase; + + struct VertexInput { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float4 vertexColor : COLOR; + }; + + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + float4 vertexColor : COLOR; + }; + + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv = v.uv; + o.vertexColor = v.vertexColor; + o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + return o; + } + + float4 frag (VertexOutput i) : COLOR { + float4 rawColor = tex2D(_MainTex,i.uv); + float finalAlpha = (rawColor.a * i.vertexColor.a); + float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillPhase); // make sure to PMA _FillColor. + return fixed4(finalColor, finalAlpha); + } + ENDCG + } + } + FallBack "Diffuse" +} \ No newline at end of file diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta new file mode 100644 index 000000000..c71933eb7 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 45495790b394f894a967dbf44489b57b +timeCreated: 1492385797 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader similarity index 79% rename from spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader rename to spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader index ae467f3af..3ef83b319 100644 --- a/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader @@ -14,7 +14,6 @@ Shader "Spine/Skeleton Tint" { SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - LOD 100 Fog { Mode Off } Cull Off @@ -26,11 +25,10 @@ Shader "Spine/Skeleton Tint" { CGPROGRAM #pragma vertex vert #pragma fragment frag - //#pragma multi_compile_fwdbase #include "UnityCG.cginc" - uniform sampler2D _MainTex; uniform float4 _MainTex_ST; - uniform float4 _Color; - uniform float4 _Black; + sampler2D _MainTex; + float4 _Color; + float4 _Black; struct VertexInput { float4 vertex : POSITION; @@ -46,8 +44,8 @@ Shader "Spine/Skeleton Tint" { VertexOutput vert (VertexInput v) { VertexOutput o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = TRANSFORM_TEX(v.uv, _MainTex); + o.pos = UnityObjectToClipPos(v.vertex); // replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + o.uv = v.uv; o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. return o; } @@ -63,34 +61,35 @@ Shader "Spine/Skeleton Tint" { Name "Caster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 - ZWrite On ZTest LEqual + Fog { Mode Off } + Cull Off + Lighting Off + CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" - struct v2f { + sampler2D _MainTex; + fixed _Cutoff; + + struct VertexOutput { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; }; - uniform float4 _MainTex_ST; - - v2f vert (appdata_base v) { - v2f o; + VertexOutput vert (appdata_base v) { + VertexOutput o; + o.uv = v.texcoord; TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - - float4 frag (v2f i) : COLOR { + float4 frag (VertexOutput i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); clip(texcol.a - _Cutoff); SHADOW_CASTER_FRAGMENT(i) diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta b/spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta rename to spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader.meta diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc index 2454d0a0b..8fbd5934c 100644 --- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + #ifndef SHADER_SHARED_INCLUDED #define SHADER_SHARED_INCLUDED @@ -14,7 +16,7 @@ inline float4 calculateWorldPos(float4 vertex) inline float4 calculateLocalPos(float4 vertex) { - return mul(UNITY_MATRIX_MVP, vertex); + return UnityObjectToClipPos(vertex); } inline half3 calculateWorldNormal(float3 normal) diff --git a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader index 8f77a1fee..5c164e8f6 100644 --- a/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader +++ b/spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' + Shader "Hidden/Internal-SpriteDepthNormalsTexture" { // Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader) @@ -210,7 +212,7 @@ struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; - UNITY_INSTANCE_ID + UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata v ) { v2f o; diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader similarity index 86% rename from spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader rename to spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader index 3f9877915..f09740549 100644 --- a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader +++ b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader @@ -50,31 +50,28 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)" #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" - - struct appdata_t - { + fixed4 _Color; + + struct VertexInput { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; - struct v2f - { + struct VertexOutput { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; }; - fixed4 _Color; - v2f vert(appdata_t IN) - { - v2f OUT; - OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); + VertexOutput vert (VertexInput IN) { + VertexOutput OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; #ifdef UNITY_HALF_TEXEL_OFFSET - OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1); #endif OUT.color = IN.color * _Color; @@ -83,7 +80,7 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)" sampler2D _MainTex; - fixed4 frag(v2f IN) : SV_Target + fixed4 frag (VertexOutput IN) : SV_Target { half4 color = tex2D(_MainTex, IN.texcoord) * IN.color; //clip(color.a - 0.01); diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader.meta b/spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader.meta rename to spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader.meta diff --git a/spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader similarity index 90% rename from spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader rename to spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader index 12008abc5..729921692 100644 --- a/spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader +++ b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader @@ -29,9 +29,9 @@ Shader "Spine/Skeleton Tint Black" { #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" - uniform sampler2D _MainTex; - uniform float4 _Color; - uniform float4 _Black; + sampler2D _MainTex; + float4 _Color; + float4 _Black; struct VertexInput { float4 vertex : POSITION; @@ -51,7 +51,7 @@ Shader "Spine/Skeleton Tint Black" { VertexOutput vert (VertexInput v) { VertexOutput o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); + o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' o.uv = v.uv; o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. o.uv1 = v.uv1; @@ -80,6 +80,9 @@ Shader "Spine/Skeleton Tint Black" { #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" + sampler2D _MainTex; + fixed _Cutoff; + struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; @@ -92,9 +95,6 @@ Shader "Spine/Skeleton Tint Black" { return o; } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - float4 frag (v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); clip(texcol.a - _Cutoff); diff --git a/spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader.meta b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader.meta rename to spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader.meta diff --git a/spine-unity/Assets/spine-unity/Shaders/Skeleton.shader b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader similarity index 87% rename from spine-unity/Assets/spine-unity/Shaders/Skeleton.shader rename to spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader index d603b7f84..2f8091b57 100644 --- a/spine-unity/Assets/spine-unity/Shaders/Skeleton.shader +++ b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader @@ -3,10 +3,9 @@ Shader "Spine/Skeleton" { _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {} } - // 2 texture stage GPUs + SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - LOD 100 Fog { Mode Off } Cull Off @@ -15,6 +14,7 @@ Shader "Spine/Skeleton" { Lighting Off Pass { + Fog { Mode Off } ColorMaterial AmbientAndDiffuse SetTexture [_MainTex] { Combine texture * primary @@ -25,9 +25,10 @@ Shader "Spine/Skeleton" { Name "Caster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 - ZWrite On ZTest LEqual + + Fog { Mode Off } Cull Off Lighting Off @@ -37,23 +38,21 @@ Shader "Spine/Skeleton" { #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" + sampler2D _MainTex; + fixed _Cutoff; + struct v2f { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; }; - uniform float4 _MainTex_ST; - v2f vert (appdata_base v) { v2f o; TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv = v.texcoord; return o; } - uniform sampler2D _MainTex; - uniform fixed _Cutoff; - float4 frag (v2f i) : COLOR { fixed4 texcol = tex2D(_MainTex, i.uv); clip(texcol.a - _Cutoff); @@ -62,10 +61,9 @@ Shader "Spine/Skeleton" { ENDCG } } - // 1 texture stage GPUs + SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - LOD 100 Cull Off ZWrite Off diff --git a/spine-unity/Assets/spine-unity/Shaders/Skeleton.shader.meta b/spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/Skeleton.shader.meta rename to spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader.meta diff --git a/spine-unity/Assets/spine-unity/Shaders/Utility.meta b/spine-unity/Assets/spine-unity/Shaders/Utility.meta new file mode 100644 index 000000000..188c117b9 --- /dev/null +++ b/spine-unity/Assets/spine-unity/Shaders/Utility.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc59776133d26dc469c8ba66bdc647e4 +folderAsset: yes +timeCreated: 1492387122 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/spine-unity/Shaders/Bones.shader b/spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader similarity index 91% rename from spine-unity/Assets/spine-unity/Shaders/Bones.shader rename to spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader index 933469419..76887ac41 100644 --- a/spine-unity/Assets/spine-unity/Shaders/Bones.shader +++ b/spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader @@ -1,3 +1,5 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + Shader "Hidden/Spine/Bones" { Properties { _Color ("Color", Color) = (0.5,0.5,0.5,0.5) @@ -44,7 +46,7 @@ Category { v2f vert (appdata_t v) { v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.vertex = UnityObjectToClipPos(v.vertex); // #ifdef SOFTPARTICLES_ON // o.projPos = ComputeScreenPos (o.vertex); // COMPUTE_EYEDEPTH(o.projPos.z); diff --git a/spine-unity/Assets/spine-unity/Shaders/Bones.shader.meta b/spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/Bones.shader.meta rename to spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader.meta diff --git a/spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat b/spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat rename to spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat diff --git a/spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat.meta b/spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat.meta rename to spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat.meta diff --git a/spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader b/spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader rename to spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader diff --git a/spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader.meta b/spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader.meta similarity index 100% rename from spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader.meta rename to spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader.meta