mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge branch '4.0-beta' of https://github.com/esotericsoftware/spine-runtimes into 4.0-beta
This commit is contained in:
commit
5ef75959b9
@ -50,6 +50,7 @@
|
||||
* Removed redundant `Spine.SkeletonExtensions` extension methods `Skeleton.Set*ToSetupPose()`. Also removed less commonly used extension methods `TrackEntry.AllowImmediateQueue()` and `Attachment.IsRenderable()`.
|
||||
* `Skin.Attachments` now replaces `Skin.GetAttachments()`, returning an `ICollection<SkinEntry>`. This makes access more consistent and intuitive. To fix any compile errors, replace any occurrances of `skin.GetAttachments()` by `skin.Attachments`.
|
||||
* Reverted changes: `BoneFollower` property `followLocalScale` has intermediately been renamed to `followScale` but was renamed back to `followLocalScale`. Serialized values (scenes and prefabs) will automatically be upgraded, only code accessing `followScale` needs to be adapted.
|
||||
* Corrected blending behaviour of all `Sprite` shaders in `Premultiply Alpha` blend mode (including URP and LWRP packages). Previously vertex color alpha was premultiplied again, even though `Premultiply Alpha` blend mode assumes PMA texture and PMA vertex color input. Slot-alpha blending will thus be correctly lighter after upgrading to 4.0. If you have compensated this problem by disabling `Advanced - PMA Vertex Colors` you can now re-enable this parameter, also allowing for rendering Additive slots in a single pass.
|
||||
|
||||
* **Additions**
|
||||
* Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour).
|
||||
|
||||
@ -134,14 +134,16 @@ namespace Spine.Unity {
|
||||
#region Runtime Instantiation
|
||||
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
|
||||
/// <returns>The newly instantiated SkeletonAnimation</returns>
|
||||
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
|
||||
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
|
||||
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
|
||||
bool quiet = false) {
|
||||
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset, quiet);
|
||||
}
|
||||
|
||||
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
|
||||
/// <returns>The newly instantiated SkeletonAnimation component.</returns>
|
||||
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
|
||||
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
|
||||
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
|
||||
bool quiet = false) {
|
||||
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset, quiet);
|
||||
}
|
||||
#endregion
|
||||
|
||||
@ -155,10 +157,10 @@ namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
|
||||
/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
|
||||
public override void Initialize (bool overwrite) {
|
||||
public override void Initialize (bool overwrite, bool quiet = false) {
|
||||
if (valid && !overwrite)
|
||||
return;
|
||||
base.Initialize(overwrite);
|
||||
base.Initialize(overwrite, quiet);
|
||||
|
||||
if (!valid)
|
||||
return;
|
||||
|
||||
@ -69,11 +69,11 @@ namespace Spine.Unity {
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||||
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
||||
#endregion
|
||||
|
||||
public override void Initialize (bool overwrite) {
|
||||
public override void Initialize (bool overwrite, bool quiet = false) {
|
||||
if (valid && !overwrite)
|
||||
return;
|
||||
|
||||
base.Initialize(overwrite);
|
||||
base.Initialize(overwrite, quiet);
|
||||
|
||||
if (!valid)
|
||||
return;
|
||||
|
||||
@ -247,17 +247,17 @@ namespace Spine.Unity {
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
|
||||
|
||||
#region Runtime Instantiation
|
||||
public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
||||
return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
|
||||
public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
|
||||
return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset, quiet);
|
||||
}
|
||||
|
||||
/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
|
||||
/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
|
||||
public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
||||
public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
|
||||
var c = gameObject.AddComponent<T>();
|
||||
if (skeletonDataAsset != null) {
|
||||
c.skeletonDataAsset = skeletonDataAsset;
|
||||
c.Initialize(false);
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||||
c.Initialize(false, quiet);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
@ -315,7 +315,7 @@ namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
|
||||
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
|
||||
public virtual void Initialize (bool overwrite) {
|
||||
public virtual void Initialize (bool overwrite, bool quiet = false) {
|
||||
if (valid && !overwrite)
|
||||
return;
|
||||
|
||||
@ -361,7 +361,7 @@ namespace Spine.Unity {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) {
|
||||
string errorMessage = null;
|
||||
if (MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
|
||||
if (quiet || MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
|
||||
Debug.LogWarningFormat(this, "Problematic material setup at {0}: {1}", this.name, errorMessage);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -109,16 +109,11 @@ sampler2D _MainTex;
|
||||
fixed4 frag (VertexOutput i) : SV_Target {
|
||||
fixed4 tex = tex2D(_MainTex, i.uv0);
|
||||
ALPHA_CLIP(tex, i.color);
|
||||
|
||||
fixed4 col;
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
col.rgb = tex * i.color * tex.a;
|
||||
#else
|
||||
col.rgb = tex * i.color;
|
||||
#endif
|
||||
|
||||
col *= 2;
|
||||
col.a = tex.a * i.color.a;
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
tex.rgb *= tex.a;
|
||||
#endif
|
||||
fixed4 col = tex * i.color;
|
||||
col.rgb *= 2;
|
||||
return col;
|
||||
}
|
||||
|
||||
|
||||
@ -137,7 +137,7 @@ inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed4 color) : SV_Tar
|
||||
finalPixel.rgb *= finalPixel.a;
|
||||
#elif defined(_ALPHAPREMULTIPLY_ON)
|
||||
//Pre multiplied alpha
|
||||
finalPixel.rgb *= color.a;
|
||||
// texture and vertex colors are premultiplied already
|
||||
#elif defined(_MULTIPLYBLEND)
|
||||
//Multiply
|
||||
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
|
||||
@ -240,6 +240,20 @@ uniform fixed _Cutoff;
|
||||
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////
|
||||
// Additive Slot blend mode
|
||||
// return unlit textureColor, alpha clip textureColor.a only
|
||||
//
|
||||
#if defined(_ALPHAPREMULTIPLY_ON)
|
||||
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
|
||||
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
|
||||
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
|
||||
return texureColor * vertexColor;\
|
||||
}
|
||||
#else
|
||||
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor)
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////
|
||||
// Color functions
|
||||
//
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
#define SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
|
||||
|
||||
#include "ShaderShared.cginc"
|
||||
#include "SpriteLighting.cginc"
|
||||
#include "SpriteSpecular.cginc"
|
||||
@ -24,24 +24,24 @@
|
||||
#define _LIGHT_COORD_INDEX_0 4
|
||||
#define _LIGHT_COORD_INDEX_1 5
|
||||
#define _FOG_COORD_INDEX 6
|
||||
#endif // _NORMALMAP
|
||||
#endif // _NORMALMAP
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 pos : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 posWorld : TEXCOORD1;
|
||||
half3 normalWorld : TEXCOORD2;
|
||||
#if defined(_NORMALMAP)
|
||||
half3 tangentWorld : TEXCOORD3;
|
||||
half3 tangentWorld : TEXCOORD3;
|
||||
half3 binormalWorld : TEXCOORD4;
|
||||
#endif // _NORMALMAP
|
||||
fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
|
||||
LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
|
||||
#if defined(_FOG)
|
||||
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
|
||||
#endif // _FOG
|
||||
#endif // _FOG
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
@ -56,16 +56,16 @@ inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld, inou
|
||||
{
|
||||
//For directional lights _WorldSpaceLightPos0.w is set to zero
|
||||
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
|
||||
|
||||
|
||||
float attenuation = LIGHT_ATTENUATION(input);
|
||||
float angleDot = max(0, dot(normalWorld, lightWorldDirection));
|
||||
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
|
||||
#else
|
||||
fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
|
||||
#endif // _DIFFUSE_RAMP
|
||||
|
||||
|
||||
return lightDiffuse;
|
||||
}
|
||||
|
||||
@ -96,7 +96,7 @@ fixed3 calculateAmbientLight(half3 normalWorld)
|
||||
{
|
||||
#if defined(_SPHERICAL_HARMONICS)
|
||||
fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0));
|
||||
#else
|
||||
#else
|
||||
fixed3 ambient = unity_AmbientSky.rgb;
|
||||
#endif
|
||||
return ambient;
|
||||
@ -129,124 +129,124 @@ fixed4 calculateSpecularLightAdditive(SpecularCommonData s, float3 viewDir, floa
|
||||
VertexOutput vert(VertexInput v)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
|
||||
output.pos = calculateLocalPos(v.vertex);
|
||||
output.color = calculateVertexColor(v.color);
|
||||
output.texcoord = calculateTextureCoord(v.texcoord);
|
||||
output.posWorld = calculateWorldPos(v.vertex);
|
||||
|
||||
|
||||
float backFaceSign = 1;
|
||||
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
|
||||
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
|
||||
backFaceSign = calculateBackfacingSign(output.posWorld.xyz);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
output.normalWorld = calculateSpriteWorldNormal(v, backFaceSign);
|
||||
output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
|
||||
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
output.tangentWorld = calculateWorldTangent(v.tangent);
|
||||
output.binormalWorld = calculateSpriteWorldBinormal(v, output.normalWorld, output.tangentWorld, backFaceSign);
|
||||
#endif
|
||||
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(output)
|
||||
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_TRANSFER_FOG(output,output.pos);
|
||||
#endif // _FOG
|
||||
|
||||
#endif // _FOG
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment programs
|
||||
//
|
||||
|
||||
fixed4 fragBase(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
|
||||
//Get normal direction
|
||||
fixed3 normalWorld = calculateNormalWorld(input);
|
||||
|
||||
//Get Ambient diffuse
|
||||
fixed3 ambient = calculateAmbientLight(normalWorld);
|
||||
|
||||
|
||||
|
||||
#if defined(SPECULAR)
|
||||
|
||||
|
||||
//For directional lights _WorldSpaceLightPos0.w is set to zero
|
||||
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
|
||||
float attenuation = LIGHT_ATTENUATION(input);
|
||||
|
||||
|
||||
//Returns pixel lit by light, texture color should inlcluded alpha
|
||||
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
|
||||
fixed4 pixel = calculateSpecularLight(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation, ambient + input.vertexLighting);
|
||||
|
||||
|
||||
APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
|
||||
|
||||
|
||||
#else
|
||||
|
||||
//Get primary pixel light diffuse
|
||||
fixed3 diffuse = calculateLightDiffuse(input, normalWorld, texureColor);
|
||||
|
||||
|
||||
//Combine along with vertex lighting for the base lighting pass
|
||||
fixed3 lighting = ambient + diffuse + input.vertexLighting;
|
||||
|
||||
|
||||
APPLY_EMISSION(lighting, input.texcoord)
|
||||
|
||||
|
||||
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(_RIM_LIGHTING)
|
||||
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
|
||||
#endif
|
||||
|
||||
|
||||
COLORISE(pixel)
|
||||
APPLY_FOG(pixel, input)
|
||||
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
fixed4 fragAdd(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord);
|
||||
|
||||
|
||||
#if defined(_COLOR_ADJUST)
|
||||
texureColor = adjustColor(texureColor);
|
||||
#endif // _COLOR_ADJUST
|
||||
#endif // _COLOR_ADJUST
|
||||
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
|
||||
//Get normal direction
|
||||
fixed3 normalWorld = calculateNormalWorld(input);
|
||||
|
||||
|
||||
#if defined(SPECULAR)
|
||||
|
||||
|
||||
//For directional lights _WorldSpaceLightPos0.w is set to zero
|
||||
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
|
||||
float attenuation = LIGHT_ATTENUATION(input);
|
||||
|
||||
|
||||
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
|
||||
fixed4 pixel = calculateSpecularLightAdditive(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation);
|
||||
|
||||
|
||||
#else
|
||||
|
||||
|
||||
//Get light diffuse
|
||||
fixed3 lighting = calculateLightDiffuse(input, normalWorld, texureColor);
|
||||
fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
COLORISE_ADDITIVE(pixel)
|
||||
APPLY_FOG_ADDITIVE(pixel, input)
|
||||
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
|
||||
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
|
||||
@ -6,7 +6,7 @@
|
||||
////////////////////////////////////////
|
||||
// Vertex structs
|
||||
//
|
||||
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
@ -22,7 +22,7 @@ struct VertexOutput
|
||||
fixed4 color : COLOR;
|
||||
#if defined(_FOG)
|
||||
UNITY_FOG_COORDS(1)
|
||||
#endif // _FOG
|
||||
#endif // _FOG
|
||||
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
@ -34,39 +34,35 @@ struct VertexOutput
|
||||
VertexOutput vert(VertexInput input)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
output.pos = calculateLocalPos(input.vertex);
|
||||
|
||||
output.pos = calculateLocalPos(input.vertex);
|
||||
output.texcoord = calculateTextureCoord(input.texcoord);
|
||||
output.color = calculateVertexColor(input.color);
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_TRANSFER_FOG(output,output.pos);
|
||||
#endif // _FOG
|
||||
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment program
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
fixed4 frag(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
fixed4 pixel = calculatePixel(texureColor, input.color);
|
||||
|
||||
|
||||
COLORISE(pixel)
|
||||
APPLY_FOG(pixel, input)
|
||||
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
#endif // SPRITE_UNLIT_INCLUDED
|
||||
#endif // SPRITE_UNLIT_INCLUDED
|
||||
|
||||
@ -399,10 +399,10 @@ VertexOutput vert(VertexInput input)
|
||||
////////////////////////////////////////
|
||||
// Fragment program
|
||||
//
|
||||
|
||||
fixed4 frag(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
@ -59,6 +59,8 @@ VertexOutput vert(appdata v) {
|
||||
float3 positionWS = TransformObjectToWorld(v.pos);
|
||||
half3 fixedNormal = half3(0, 0, -1);
|
||||
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
|
||||
o.uv0 = v.uv0;
|
||||
o.pos = TransformWorldToHClip(positionWS);
|
||||
|
||||
#ifdef _DOUBLE_SIDED_LIGHTING
|
||||
// unfortunately we have to compute the sign here in the vertex shader
|
||||
@ -69,7 +71,16 @@ VertexOutput vert(appdata v) {
|
||||
#endif
|
||||
|
||||
half3 shadowedColor;
|
||||
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
|
||||
if (color.a == 0) {
|
||||
o.color = color;
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
o.shadowedColor = color;
|
||||
o.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
o.shadowedColor = shadowedColor;
|
||||
#endif
|
||||
@ -78,10 +89,7 @@ VertexOutput vert(appdata v) {
|
||||
half3 vertexSH;
|
||||
OUTPUT_SH(normalWS.xyz, vertexSH);
|
||||
color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
|
||||
|
||||
o.color = color;
|
||||
o.uv0 = v.uv0;
|
||||
o.pos = TransformWorldToHClip(positionWS);
|
||||
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
VertexPositionInputs vertexInput;
|
||||
@ -94,22 +102,19 @@ VertexOutput vert(appdata v) {
|
||||
|
||||
half4 frag(VertexOutput i) : SV_Target{
|
||||
half4 tex = tex2D(_MainTex, i.uv0);
|
||||
half4 col;
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
tex.rgb *= tex.a;
|
||||
#endif
|
||||
|
||||
if (i.color.a == 0)
|
||||
return tex * i.color;
|
||||
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
|
||||
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
|
||||
#endif
|
||||
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
col.rgb = tex.rgb * i.color.rgb * tex.a;
|
||||
#else
|
||||
col.rgb = tex.rgb * i.color.rgb;
|
||||
#endif
|
||||
|
||||
|
||||
col.a = tex.a * i.color.a;
|
||||
return col;
|
||||
return tex * i.color;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
@ -212,6 +212,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.vertexColor)
|
||||
|
||||
// fill out InputData struct
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "com.esotericsoftware.spine.lwrp-shaders",
|
||||
"displayName": "Spine Lightweight RP Shaders",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 3.8.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "3.8.1",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.2",
|
||||
"unity": "2019.1",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "com.esotericsoftware.spine.lwrp-shaders",
|
||||
"displayName": "Spine Lightweight RP Shaders",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 3.8.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "3.8.1",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.2",
|
||||
"unity": "2019.2",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "com.esotericsoftware.spine.lwrp-shaders",
|
||||
"displayName": "Spine Lightweight RP Shaders",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 3.8.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "3.8.1",
|
||||
"description": "This plugin provides lightweight render pipeline (LWRP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.2",
|
||||
"unity": "2019.1",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "com.esotericsoftware.spine.timeline",
|
||||
"displayName": "Spine Timeline Extensions",
|
||||
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 3.8 from 2019-10-03 or newer.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "3.8.2",
|
||||
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.2",
|
||||
"unity": "2018.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
@ -87,7 +87,9 @@ VertexOutputSpriteURP2D CombinedShapeLightVertex(VertexInput input)
|
||||
half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.vertexColor)
|
||||
|
||||
texureColor *= input.vertexColor;
|
||||
|
||||
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, input.texcoord.xy);
|
||||
|
||||
@ -98,14 +98,13 @@
|
||||
half4 CombinedShapeLightFragment(Varyings i) : SV_Target
|
||||
{
|
||||
half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
|
||||
|
||||
half4 main;
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
main.rgb = tex.rgb * i.color.rgb * tex.a;
|
||||
#else
|
||||
main.rgb = tex.rgb * i.color.rgb;
|
||||
tex.rgb *= tex.a;
|
||||
#endif
|
||||
main.a = tex.a * i.color.a;
|
||||
|
||||
half4 main = tex * i.color;
|
||||
if (i.color.a == 0)
|
||||
return main;
|
||||
|
||||
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
|
||||
return CombinedShapeLightShared(main, mask, i.lightingUV);
|
||||
|
||||
@ -59,6 +59,8 @@ VertexOutput vert(appdata v) {
|
||||
float3 positionWS = TransformObjectToWorld(v.pos);
|
||||
half3 fixedNormal = half3(0, 0, -1);
|
||||
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
|
||||
o.uv0 = v.uv0;
|
||||
o.pos = TransformWorldToHClip(positionWS);
|
||||
|
||||
#ifdef _DOUBLE_SIDED_LIGHTING
|
||||
// unfortunately we have to compute the sign here in the vertex shader
|
||||
@ -69,7 +71,16 @@ VertexOutput vert(appdata v) {
|
||||
#endif
|
||||
|
||||
half3 shadowedColor;
|
||||
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
|
||||
if (color.a == 0) {
|
||||
o.color = color;
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
o.shadowedColor = color;
|
||||
o.shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
return o;
|
||||
}
|
||||
|
||||
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
o.shadowedColor = shadowedColor;
|
||||
#endif
|
||||
@ -78,10 +89,7 @@ VertexOutput vert(appdata v) {
|
||||
half3 vertexSH;
|
||||
OUTPUT_SH(normalWS.xyz, vertexSH);
|
||||
color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
|
||||
|
||||
o.color = color;
|
||||
o.uv0 = v.uv0;
|
||||
o.pos = TransformWorldToHClip(positionWS);
|
||||
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
VertexPositionInputs vertexInput;
|
||||
@ -94,22 +102,18 @@ VertexOutput vert(appdata v) {
|
||||
|
||||
half4 frag(VertexOutput i) : SV_Target{
|
||||
half4 tex = tex2D(_MainTex, i.uv0);
|
||||
half4 col;
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
tex.rgb *= tex.a;
|
||||
#endif
|
||||
|
||||
if (i.color.a == 0)
|
||||
return tex * i.color;
|
||||
|
||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
||||
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
|
||||
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
|
||||
#endif
|
||||
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
col.rgb = tex.rgb * i.color.rgb * tex.a;
|
||||
#else
|
||||
col.rgb = tex.rgb * i.color.rgb;
|
||||
#endif
|
||||
|
||||
|
||||
col.a = tex.a * i.color.a;
|
||||
return col;
|
||||
return tex * i.color;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@ -222,6 +222,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
|
||||
ALPHA_CLIP(texureColor, input.vertexColor)
|
||||
|
||||
// fill out InputData struct
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
{
|
||||
"name": "com.esotericsoftware.spine.urp-shaders",
|
||||
"displayName": "Spine Universal RP Shaders",
|
||||
"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 3.8.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "3.8.1",
|
||||
"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 4.0.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||
"version": "4.0.2",
|
||||
"unity": "2019.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user