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[unity] Added zwrite variant of URP Skeleton-OutlineOnly shader. Closes #2676.
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@ -164,6 +164,7 @@
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- `Universal Render Pipeline/Spine/Skeleton` shader now performs proper alpha-testing when `Depth Write` is enabled, using the existing `Shadow alpha cutoff` parameter.
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- `SkeletonRootMotion` components now provide a public `Initialize()` method which is automatically called when calling `skeletonAnimation.Initialize(true)` to update the necessary skeleton references. If a different root bone shall be used, be sure to set `skeletonRootMotion.rootMotionBoneName` before calling `skeletonAnimation.Initialize(true)`.
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- Skeleton Mecanim: Added new `Mix Mode` `Match`. When selected, Spine animation weights are calculated to best match the provided Mecanim clip weights. This mix mode is recommended on any layer using blend tree nodes.
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- URP Shaders: Added `ZWrite` variant of outline shader `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite`. Suitable for e.g. depth of field (DoF) effect where writing to the depth buffer is required. Note that for DoF effect, `Render Queue` needs to be set to `Alpha Test`.
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- **Breaking changes**
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@ -0,0 +1,136 @@
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Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite" {
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Properties {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite On
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Name "Outline"
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ZWrite On
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define NO_CUTOFF_PARAM
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#include "../Include/Spine-Input-Outline-URP.hlsl"
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#include "../Include/Spine-Outline-Pass-URP.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask R
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-DepthOnlyPass-URP.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-DepthNormalsPass-URP.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 7ec1933bec5d29c4d8b1bc4a4d24c04c
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.2.38",
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"version": "4.2.39",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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