mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge branch '3.6' into 3.7-beta
This commit is contained in:
commit
6137da3eb2
@ -851,22 +851,35 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
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slot->attachmentVerticesCapacity = vertexCount;
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slot->attachmentVerticesCapacity = vertexCount;
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}
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}
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}
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}
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if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
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slot->attachmentVerticesCount = vertexCount;
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slot->attachmentVerticesCount = vertexCount;
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|
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frameVertices = self->frameVertices;
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frameVertices = self->frameVertices;
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vertices = slot->attachmentVertices;
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vertices = slot->attachmentVertices;
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|
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if (time < frames[0]) { /* Time is before first frame. */
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if (time < frames[0]) { /* Time is before first frame. */
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spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
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switch (pose) {
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switch (pose) {
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case SP_MIX_POSE_SETUP:
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case SP_MIX_POSE_SETUP:
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slot->attachmentVerticesCount = 0;
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if (!vertexAttachment->bones) {
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memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
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} else {
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for (i = 0; i < vertexCount; i++) vertices[i] = 0;
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}
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return;
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return;
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case SP_MIX_POSE_CURRENT:
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case SP_MIX_POSE_CURRENT:
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case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
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case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
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alpha = 1 - alpha;
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if (alpha == 1) break;
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for (i = 0; i < vertexCount; i++)
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if (!vertexAttachment->bones) {
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vertices[i] *= alpha;
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float* setupVertices = vertexAttachment->vertices;
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for (i = 0; i < vertexCount; i++) {
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vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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}
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} else {
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alpha = 1 - alpha;
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for (i = 0; i < vertexCount; i++) {
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vertices[i] *= alpha;
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}
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}
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}
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}
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return;
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return;
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}
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}
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@ -101,6 +101,7 @@ namespace Spine.Unity.Editor {
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}
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}
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position = EditorGUI.PrefixLabel(position, label);
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position = EditorGUI.PrefixLabel(position, label);
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var image = Icon;
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var image = Icon;
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var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
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var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
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if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
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if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
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@ -79,7 +79,7 @@ namespace Spine.Unity {
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/// <summary>
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/// <summary>
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/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
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/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
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public void Initialize () {
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public void Initialize (bool overwrite = false) {
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if (skeletonRenderer == null)
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if (skeletonRenderer == null)
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return;
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return;
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|
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@ -89,7 +89,9 @@ namespace Spine.Unity {
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return;
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return;
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// Don't reinitialize if the setup did not change.
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// Don't reinitialize if the setup did not change.
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if (colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
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if (!overwrite
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&&
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colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
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&&
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&&
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skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
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skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
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&&
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&&
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@ -110,27 +112,10 @@ namespace Spine.Unity {
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}
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}
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if (this.gameObject.activeInHierarchy) {
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if (this.gameObject.activeInHierarchy) {
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foreach (var skin in skeleton.Data.Skins) {
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foreach (var skin in skeleton.Data.Skins)
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var attachmentNames = new List<string>();
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AddSkin(skin, skeleton, slotIndex);
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var skinKey in attachmentNames) {
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AddSkin(skeleton.skin, skeleton, slotIndex);
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var attachment = skin.GetAttachment(slotIndex, skinKey);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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|
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|
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if (boundingBoxAttachment != null) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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|
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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nameTable.Add(boundingBoxAttachment, skinKey);
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}
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|
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}
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|
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}
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|
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}
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}
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|
|
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if (BoundingBoxFollower.DebugMessages) {
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if (BoundingBoxFollower.DebugMessages) {
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@ -144,6 +129,28 @@ namespace Spine.Unity {
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}
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}
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}
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}
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void AddSkin (Skin skin, Skeleton skeleton, int slotIndex) {
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var attachmentNames = new List<string>();
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var skinKey in attachmentNames) {
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var attachment = skin.GetAttachment(slotIndex, skinKey);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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if (boundingBoxAttachment != null) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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nameTable.Add(boundingBoxAttachment, skinKey);
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}
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}
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}
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|
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void OnDisable () {
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void OnDisable () {
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if (clearStateOnDisable)
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if (clearStateOnDisable)
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ClearState();
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ClearState();
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@ -206,13 +213,23 @@ namespace Spine.Unity {
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|||||||
|
|
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if (bbAttachment == null) {
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if (bbAttachment == null) {
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currentCollider = null;
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currentCollider = null;
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currentAttachment = null;
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currentAttachmentName = null;
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} else {
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} else {
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currentCollider = colliderTable[bbAttachment];
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PolygonCollider2D foundCollider;
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currentCollider.enabled = true;
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colliderTable.TryGetValue(bbAttachment, out foundCollider);
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if (foundCollider != null) {
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currentCollider = foundCollider;
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currentCollider.enabled = true;
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currentAttachment = bbAttachment;
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currentAttachmentName = nameTable[bbAttachment];
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} else {
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currentCollider = null;
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currentAttachment = bbAttachment;
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currentAttachmentName = null;
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if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
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}
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}
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}
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currentAttachment = bbAttachment;
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|
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currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
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}
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}
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}
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}
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@ -26,7 +26,7 @@ struct VertexInput
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|||||||
#if defined(_NORMALMAP)
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#if defined(_NORMALMAP)
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float4 tangent : TANGENT;
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float4 tangent : TANGENT;
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#endif // _NORMALMAP
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#endif // _NORMALMAP
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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||||||
};
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};
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|
|
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////////////////////////////////////////
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////////////////////////////////////////
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@ -12,7 +12,7 @@ struct VertexInput
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
|
fixed4 color : COLOR;
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UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
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||||||
};
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};
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|
|
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struct VertexOutput
|
struct VertexOutput
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||||||
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|||||||
@ -286,7 +286,7 @@ struct appdata {
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float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
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float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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||||||
v2f o;
|
v2f o;
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||||||
@ -327,7 +327,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -370,7 +370,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -283,7 +283,7 @@ struct appdata {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -324,7 +324,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -367,7 +367,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -286,7 +286,7 @@ struct appdata {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -327,7 +327,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -370,7 +370,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
||||||
|
|
||||||
#ifndef SHADER_SHARED_INCLUDED
|
#ifndef SHADER_SHARED_INCLUDED
|
||||||
#define SHADER_SHARED_INCLUDED
|
#define SHADER_SHARED_INCLUDED
|
||||||
|
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
|
|
||||||
|
|
||||||
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
|
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
|
||||||
|
|
||||||
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
|
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
|
||||||
|
|||||||
@ -324,7 +324,7 @@ VertexOutput vert(VertexInput input)
|
|||||||
output.color = calculateVertexColor(input.color);
|
output.color = calculateVertexColor(input.color);
|
||||||
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
|
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
|
||||||
|
|
||||||
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
|
float3 viewPos = UnityObjectToViewPos(input.vertex);
|
||||||
|
|
||||||
#if defined(PER_PIXEL_LIGHTING)
|
#if defined(PER_PIXEL_LIGHTING)
|
||||||
|
|
||||||
|
|||||||
@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_ColorMask ("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
|
||||||
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
fixed4 _Color;
|
#include "UnityUI.cginc"
|
||||||
fixed4 _Black;
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
float2 texcoord : TEXCOORD0;
|
float2 texcoord : TEXCOORD0;
|
||||||
float2 uv1 : TEXCOORD1;
|
float2 uv1 : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD2;
|
float2 uv2 : TEXCOORD2;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
half2 texcoord : TEXCOORD0;
|
half2 texcoord : TEXCOORD0;
|
||||||
float2 uv1 : TEXCOORD1;
|
float2 uv1 : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD2;
|
float2 uv2 : TEXCOORD2;
|
||||||
|
float4 worldPosition : TEXCOORD3;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
};
|
};
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
fixed4 _Black;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
float4 _ClipRect;
|
||||||
|
|
||||||
VertexOutput vert (VertexInput IN) {
|
VertexOutput vert (VertexInput IN) {
|
||||||
VertexOutput OUT;
|
VertexOutput OUT;
|
||||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
||||||
OUT.texcoord = IN.texcoord;
|
|
||||||
|
|
||||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||||||
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||||
#endif
|
|
||||||
|
OUT.worldPosition = IN.vertex;
|
||||||
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||||
|
OUT.texcoord = IN.texcoord;
|
||||||
|
|
||||||
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||||
OUT.uv1 = IN.uv1;
|
OUT.uv1 = IN.uv1;
|
||||||
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
|
|
||||||
fixed4 frag (VertexOutput IN) : SV_Target
|
fixed4 frag (VertexOutput IN) : SV_Target
|
||||||
{
|
{
|
||||||
float4 texColor = tex2D(_MainTex, IN.texcoord);
|
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||||
//clip(color.a - 0.01);
|
|
||||||
|
texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip (texColor.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
|
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||||
|
|
||||||
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||||
{
|
{
|
||||||
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_ColorMask ("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
|
||||||
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
fixed4 _Color;
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float4 color : COLOR;
|
float4 color : COLOR;
|
||||||
float2 texcoord : TEXCOORD0;
|
float2 texcoord : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
half2 texcoord : TEXCOORD0;
|
half2 texcoord : TEXCOORD0;
|
||||||
|
float4 worldPosition : TEXCOORD1;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
};
|
};
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
float4 _ClipRect;
|
||||||
|
|
||||||
VertexOutput vert (VertexInput IN) {
|
VertexOutput vert (VertexInput IN) {
|
||||||
VertexOutput OUT;
|
VertexOutput OUT;
|
||||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
||||||
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||||||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||||
|
|
||||||
|
OUT.worldPosition = IN.vertex;
|
||||||
|
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||||
OUT.texcoord = IN.texcoord;
|
OUT.texcoord = IN.texcoord;
|
||||||
|
|
||||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||||
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
|
|
||||||
fixed4 frag (VertexOutput IN) : SV_Target
|
fixed4 frag (VertexOutput IN) : SV_Target
|
||||||
{
|
{
|
||||||
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||||
//clip(color.a - 0.01);
|
|
||||||
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip (color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
||||||
|
|
||||||
Shader "Hidden/Spine/Bones" {
|
Shader "Hidden/Spine/Bones" {
|
||||||
Properties {
|
Properties {
|
||||||
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
||||||
|
|||||||
@ -126,7 +126,7 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
protected override void ClearState () {
|
public override void ClearState () {
|
||||||
base.ClearState();
|
base.ClearState();
|
||||||
if (state != null) state.ClearTracks();
|
if (state != null) state.ClearTracks();
|
||||||
}
|
}
|
||||||
|
|||||||
@ -149,7 +149,7 @@ namespace Spine.Unity {
|
|||||||
rendererBuffers.Dispose();
|
rendererBuffers.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void ClearState () {
|
public virtual void ClearState () {
|
||||||
meshFilter.sharedMesh = null;
|
meshFilter.sharedMesh = null;
|
||||||
currentInstructions.Clear();
|
currentInstructions.Clear();
|
||||||
if (skeleton != null) skeleton.SetToSetupPose();
|
if (skeleton != null) skeleton.SetToSetupPose();
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user