[unity] Fixed Spine shaders not displaying on Nintendo Switch. Closes #1364.

This commit is contained in:
Harald Csaszar 2019-05-28 20:10:56 +02:00
parent 9c499a92f2
commit 6495c7107c
14 changed files with 57 additions and 14 deletions

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@ -117,7 +117,7 @@ namespace Spine.Unity {
/// <summary>Shader property ID used for the Stencil comparison function.</summary>
public static readonly int STENCIL_COMP_PARAM_ID = Shader.PropertyToID("_StencilComp");
/// <summary>Shader property value used as Stencil comparison function for <see cref="SpriteMaskInteraction.None"/>.</summary>
public const UnityEngine.Rendering.CompareFunction STENCIL_COMP_MASKINTERACTION_NONE = UnityEngine.Rendering.CompareFunction.Disabled;
public const UnityEngine.Rendering.CompareFunction STENCIL_COMP_MASKINTERACTION_NONE = UnityEngine.Rendering.CompareFunction.Always;
/// <summary>Shader property value used as Stencil comparison function for <see cref="SpriteMaskInteraction.VisibleInsideMask"/>.</summary>
public const UnityEngine.Rendering.CompareFunction STENCIL_COMP_MASKINTERACTION_VISIBLE_INSIDE = UnityEngine.Rendering.CompareFunction.LessEqual;
/// <summary>Shader property value used as Stencil comparison function for <see cref="SpriteMaskInteraction.VisibleOutsideMask"/>.</summary>
@ -476,6 +476,12 @@ namespace Spine.Unity {
#if BUILT_IN_SPRITE_MASK_COMPONENT
private void AssignSpriteMaskMaterials()
{
#if UNITY_EDITOR
if (!Application.isPlaying) {
EditorFixStencilCompParameters();
}
#endif
if (maskMaterials.materialsMaskDisabled.Length > 0 && maskMaterials.materialsMaskDisabled[0] != null &&
maskInteraction == SpriteMaskInteraction.None) {
this.meshRenderer.materials = maskMaterials.materialsMaskDisabled;
@ -523,6 +529,43 @@ namespace Spine.Unity {
}
return true;
}
#if UNITY_EDITOR
private void EditorFixStencilCompParameters() {
if (HasAnyStencilComp0Material())
FixAllProjectMaterialsStencilCompParameters();
}
private void FixAllProjectMaterialsStencilCompParameters() {
string[] materialGUIDS = UnityEditor.AssetDatabase.FindAssets("t:material");
foreach (var guid in materialGUIDS) {
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
if (!string.IsNullOrEmpty(path)) {
var mat = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path);
if (mat.HasProperty(STENCIL_COMP_PARAM_ID) && mat.GetFloat(STENCIL_COMP_PARAM_ID) == 0) {
mat.SetFloat(STENCIL_COMP_PARAM_ID, (int)STENCIL_COMP_MASKINTERACTION_NONE);
}
}
}
UnityEditor.AssetDatabase.Refresh();
UnityEditor.AssetDatabase.SaveAssets();
}
private bool HasAnyStencilComp0Material() {
if (meshRenderer == null)
return false;
foreach (var mat in meshRenderer.sharedMaterials) {
if (mat != null && mat.HasProperty(STENCIL_COMP_PARAM_ID)) {
float currentCompValue = mat.GetFloat(STENCIL_COMP_PARAM_ID);
if (currentCompValue == 0)
return true;
}
}
return true;
}
#endif // UNITY_EDITOR
#endif //#if BUILT_IN_SPRITE_MASK_COMPONENT
}
}

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@ -8,7 +8,7 @@ Shader "Spine/Special/SkeletonGhost" {
[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_TextureFade ("Texture Fade Out", Range(0,1)) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags {

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@ -10,7 +10,7 @@ Shader "Spine/Skeleton Fill" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }

View File

@ -12,7 +12,7 @@ Shader "Spine/Skeleton Tint" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -9,7 +9,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }

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@ -45,7 +45,7 @@ Shader "Spine/Sprite/Pixel Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader

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@ -27,7 +27,7 @@ Shader "Spine/Sprite/Unlit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader

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@ -45,7 +45,7 @@ Shader "Spine/Sprite/Vertex Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -14,7 +14,7 @@ Shader "Spine/Skeleton Tint Black" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -4,7 +4,7 @@ Shader "Spine/Skeleton" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {

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@ -8,7 +8,7 @@ Shader "Spine/Skeleton Lit" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {