Merge branch '4.1-beta' into 4.2-beta

# Conflicts:
#	spine-ts/package-lock.json
#	spine-ts/package.json
#	spine-ts/spine-canvas/package.json
#	spine-ts/spine-core/package.json
#	spine-ts/spine-player/package.json
#	spine-ts/spine-threejs/package.json
#	spine-ts/spine-webgl/package.json
This commit is contained in:
Mario Zechner 2022-05-25 12:33:02 +02:00
commit 678833ce21
20 changed files with 156 additions and 87 deletions

View File

@ -1202,6 +1202,7 @@ spSkeletonData *spSkeletonJson_readSkeletonData(spSkeletonJson *self, const char
data->offsetScaleY = Json_getFloat(constraintMap, "scaleY", 0);
data->offsetShearY = Json_getFloat(constraintMap, "shearY", 0);
data->mixRotate = Json_getFloat(constraintMap, "mixRotate", 1);
data->mixX = Json_getFloat(constraintMap, "mixX", 1);
data->mixY = Json_getFloat(constraintMap, "mixY", data->mixX);
data->mixScaleX = Json_getFloat(constraintMap, "mixScaleX", 1);

View File

@ -22,7 +22,9 @@
<button id="walk">Walk</button>
<button id="jump">Jump</button>
<button id="roar">Roar</button>
<button id="screenshot">Screenshot</button>
</div>
<img id="screenshot-image" src="" style="width: 400px;">
</body>
<script>
// Creates a new spine player. The debugRender option enables
@ -50,6 +52,7 @@
premultipliedAlpha: true,
backgroundColor: "#00000000",
alpha: true,
preserveDrawingBuffer: true,
defaultMix: 1,
controlBones: ["root"],
success: (player) => {
@ -66,6 +69,9 @@
document.getElementById("roar").addEventListener("click", event => {
jsControlledPlayer.setAnimation("roar", true); // set the jump animation to loop
});
document.getElementById("screenshot").addEventListener("click", event => {
document.getElementById("screenshot-image").src = player.canvas.toDataURL();
});
}
});
</script>

View File

@ -114,6 +114,9 @@ export interface SpinePlayerConfig {
backgroundColor alpha is < ff. Default: false */
alpha?: boolean
/* Optional: Whether to preserve the drawing buffer. This is needed if you want to take a screenshot via canvas.getDataURL(), Default: false */
preserveDrawingBuffer: boolean
/* Optional: The canvas background color, given in the format #rrggbb or #rrggbbaa. Default: #000000ff (black) or when
alpha is true #00000000 (transparent) */
backgroundColor?: string
@ -283,6 +286,7 @@ export class SpinePlayer implements Disposable {
if (!config.fullScreenBackgroundColor) config.fullScreenBackgroundColor = config.backgroundColor;
if (config.backgroundImage && !config.backgroundImage.url) config.backgroundImage = undefined;
if (config.premultipliedAlpha === void 0) config.premultipliedAlpha = true;
if (config.preserveDrawingBuffer === void 0) config.preserveDrawingBuffer = false;
if (config.mipmaps === void 0) config.mipmaps = true;
if (!config.debug) config.debug = {
bones: false,
@ -319,7 +323,7 @@ export class SpinePlayer implements Disposable {
try {
// Setup the OpenGL context.
this.canvas = findWithClass(dom, "spine-player-canvas") as HTMLCanvasElement;
this.context = new ManagedWebGLRenderingContext(this.canvas, { alpha: config.alpha });
this.context = new ManagedWebGLRenderingContext(this.canvas, { alpha: config.alpha, preserveDrawingBuffer: config.preserveDrawingBuffer });
// Setup the scene renderer and loading screen.
this.sceneRenderer = new SceneRenderer(this.canvas, this.context, true);

View File

@ -193,7 +193,7 @@ TextMesh:
m_Text: 'Enter <b>PLAY MODE</b> in Unity to see Spineboy animate.
Try moving, jumping, aiming and shooting. (WASD+Spacebar+Left&Right Click, or
XBOX Controller)'
Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.12
m_LineSpacing: 1

View File

@ -873,7 +873,7 @@ TextMesh:
m_GameObject: {fileID: 522034802}
m_Text: 'Enter <b>PLAY MODE</b> in Unity to see bearded hero guy animate.
Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
Try moving and jumping. (WASD+Spacebar, or Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.1
m_LineSpacing: 1

View File

@ -1421,7 +1421,7 @@ TextMesh:
animated via physics.
Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
Try moving and jumping. (WASD+Spacebar, or Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.1
m_LineSpacing: 1

View File

@ -126,15 +126,13 @@ namespace Spine.Unity.Examples {
var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
shootTrack.AttachmentThreshold = 1f;
shootTrack.MixDuration = 0f;
var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
empty1.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
// Play the aim animation on track 2 to aim at the mouse target.
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
aimTrack.AttachmentThreshold = 1f;
aimTrack.MixDuration = 0f;
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
empty2.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
@ -150,8 +148,7 @@ namespace Spine.Unity.Examples {
}
public void StopPlayingAim () {
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
empty2.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
}
public void Turn (bool facingLeft) {

View File

@ -620,22 +620,28 @@ namespace Spine.Unity.Editor {
pageName = "Material";
string materialPath = assetPath + "/" + primaryName + "_" + pageName + ".mat";
Material mat = (Material)AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
Material material = (Material)AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
if (mat == null) {
mat = new Material(Shader.Find(SpineEditorUtilities.Preferences.defaultShader));
ApplyPMAOrStraightAlphaSettings(mat, SpineEditorUtilities.Preferences.textureSettingsReference);
AssetDatabase.CreateAsset(mat, materialPath);
if (material == null) {
Shader defaultShader = Shader.Find(SpineEditorUtilities.Preferences.DefaultShader);
material = defaultShader != null ? new Material(defaultShader) : null;
if (material) {
ApplyPMAOrStraightAlphaSettings(material, SpineEditorUtilities.Preferences.textureSettingsReference);
if (texture != null)
material.mainTexture = texture;
AssetDatabase.CreateAsset(material, materialPath);
}
} else {
vestigialMaterials.Remove(mat);
vestigialMaterials.Remove(material);
if (texture != null)
material.mainTexture = texture;
EditorUtility.SetDirty(material);
// note: don't call AssetDatabase.SaveAssets() since this would trigger OnPostprocessAllAssets() every time unnecessarily.
}
if (texture != null)
mat.mainTexture = texture;
EditorUtility.SetDirty(mat);
// note: don't call AssetDatabase.SaveAssets() since this would trigger OnPostprocessAllAssets() every time unnecessarily.
populatingMaterials.Add(mat); //atlasAsset.materials[i] = mat;
if (material != null) {
populatingMaterials.Add(material);
}
}
atlasAsset.materials = populatingMaterials.ToArray();

View File

@ -48,6 +48,7 @@ namespace Spine.Unity.Editor {
public struct SpawnMenuData {
public Vector3 spawnPoint;
public Transform parent;
public int siblingIndex;
public SkeletonDataAsset skeletonDataAsset;
public EditorInstantiation.InstantiateDelegate instantiateDelegate;
public bool isUI;
@ -82,7 +83,7 @@ namespace Spine.Unity.Editor {
RectTransform rectTransform = (Selection.activeGameObject == null) ? null : Selection.activeGameObject.GetComponent<RectTransform>();
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint, null);
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint, null, 0);
DragAndDrop.AcceptDrag();
current.Use();
}
@ -91,7 +92,8 @@ namespace Spine.Unity.Editor {
}
}
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint, Transform parent) {
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint,
Transform parent, int siblingIndex = 0) {
var menu = new GenericMenu();
// SkeletonAnimation
@ -99,6 +101,7 @@ namespace Spine.Unity.Editor {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
siblingIndex = siblingIndex,
instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonAnimation(data),
isUI = false
});
@ -112,6 +115,7 @@ namespace Spine.Unity.Editor {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
siblingIndex = siblingIndex,
instantiateDelegate = System.Delegate.CreateDelegate(typeof(EditorInstantiation.InstantiateDelegate), graphicInstantiateDelegate) as EditorInstantiation.InstantiateDelegate,
isUI = true
});
@ -124,6 +128,7 @@ namespace Spine.Unity.Editor {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
siblingIndex = siblingIndex,
instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonMecanim(data),
isUI = false
});
@ -149,6 +154,8 @@ namespace Spine.Unity.Editor {
var usedParent = data.parent != null ? data.parent.gameObject : isUI ? Selection.activeGameObject : null;
if (usedParent)
newTransform.SetParent(usedParent.transform, false);
if (data.siblingIndex != 0)
newTransform.SetSiblingIndex(data.siblingIndex);
newTransform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);

View File

@ -56,16 +56,12 @@ namespace Spine.Unity.Editor {
public partial class SpineEditorUtilities {
#if NEW_PREFERENCES_SETTINGS_PROVIDER
static class SpineSettingsProviderRegistration
{
static class SpineSettingsProviderRegistration {
[SettingsProvider]
public static SettingsProvider CreateSpineSettingsProvider()
{
var provider = new SettingsProvider("Spine", SettingsScope.User)
{
public static SettingsProvider CreateSpineSettingsProvider () {
var provider = new SettingsProvider("Spine", SettingsScope.User) {
label = "Spine",
guiHandler = (searchContext) =>
{
guiHandler = (searchContext) => {
var settings = SpinePreferences.GetOrCreateSettings();
var serializedSettings = new SerializedObject(settings);
SpinePreferences.HandlePreferencesGUI(serializedSettings);
@ -108,6 +104,10 @@ namespace Spine.Unity.Editor {
const string DEFAULT_SHADER_KEY = "SPINE_DEFAULT_SHADER";
public static string defaultShader = SpinePreferences.DEFAULT_DEFAULT_SHADER;
public static string DefaultShader {
get { return !string.IsNullOrEmpty(defaultShader) ? defaultShader : SpinePreferences.DEFAULT_DEFAULT_SHADER; }
set { defaultShader = value; }
}
const string DEFAULT_ZSPACING_KEY = "SPINE_DEFAULT_ZSPACING";
public static float defaultZSpacing = SpinePreferences.DEFAULT_DEFAULT_ZSPACING;
@ -201,7 +201,7 @@ namespace Spine.Unity.Editor {
}
#if NEW_PREFERENCES_SETTINGS_PROVIDER
public static void CopyOldToNewPreferences(ref SpinePreferences newPreferences) {
public static void CopyOldToNewPreferences (ref SpinePreferences newPreferences) {
newPreferences.defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, SpinePreferences.DEFAULT_DEFAULT_MIX);
newPreferences.defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, SpinePreferences.DEFAULT_DEFAULT_SCALE);
newPreferences.defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, SpinePreferences.DEFAULT_DEFAULT_ZSPACING);
@ -218,7 +218,7 @@ namespace Spine.Unity.Editor {
newPreferences.handleScale = EditorPrefs.GetFloat(SCENE_ICONS_SCALE_KEY, SpinePreferences.DEFAULT_SCENE_ICONS_SCALE);
}
public static void SaveToEditorPrefs(SpinePreferences preferences) {
public static void SaveToEditorPrefs (SpinePreferences preferences) {
EditorPrefs.SetFloat(DEFAULT_MIX_KEY, preferences.defaultMix);
EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, preferences.defaultScale);
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, preferences.defaultZSpacing);

View File

@ -194,9 +194,13 @@ namespace Spine.Unity.Editor {
SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop;
#endif
#if UNITY_2021_2_OR_NEWER
DragAndDrop.RemoveDropHandler(HierarchyHandler.HandleDragAndDrop);
DragAndDrop.AddDropHandler(HierarchyHandler.HandleDragAndDrop);
#else
EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop;
EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
#endif
// Hierarchy Icons
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
@ -440,6 +444,32 @@ namespace Spine.Unity.Editor {
}
}
#if UNITY_2021_2_OR_NEWER
internal static DragAndDropVisualMode HandleDragAndDrop (int dropTargetInstanceID, HierarchyDropFlags dropMode, Transform parentForDraggedObjects, bool perform) {
SkeletonDataAsset skeletonDataAsset = DragAndDrop.objectReferences.Length == 0 ? null :
DragAndDrop.objectReferences[0] as SkeletonDataAsset;
if (skeletonDataAsset == null)
return DragAndDropVisualMode.None;
if (!perform)
return DragAndDropVisualMode.Copy;
GameObject dropTargetObject = UnityEditor.EditorUtility.InstanceIDToObject(dropTargetInstanceID) as GameObject;
Transform dropTarget = dropTargetObject != null ? dropTargetObject.transform : null;
Transform parent = dropTarget;
int siblingIndex = 0;
if (parent != null) {
if (dropMode == HierarchyDropFlags.DropBetween) {
parent = dropTarget.parent;
siblingIndex = dropTarget ? dropTarget.GetSiblingIndex() + 1 : 0;
} else if (dropMode == HierarchyDropFlags.DropAbove) {
parent = dropTarget.parent;
siblingIndex = dropTarget ? dropTarget.GetSiblingIndex() : 0;
}
}
DragAndDropInstantiation.ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero, parent, siblingIndex);
return DragAndDropVisualMode.Copy;
}
#else
internal static void HandleDragAndDrop (int instanceId, Rect selectionRect) {
// HACK: Uses EditorApplication.hierarchyWindowItemOnGUI.
// Only works when there is at least one item in the scene.
@ -475,7 +505,7 @@ namespace Spine.Unity.Editor {
// when dragging into empty space in hierarchy below last node, last node would be parent.
if (IsLastNodeInHierarchy(parent))
parent = null;
DragAndDropInstantiation.ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero, parent);
DragAndDropInstantiation.ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero, parent, 0);
UnityEditor.DragAndDrop.AcceptDrag();
current.Use();
return;
@ -501,6 +531,7 @@ namespace Spine.Unity.Editor {
bool isLastNode = (rootNodes.Length > 0 && rootNodes[rootNodes.Length - 1].transform == node);
return isLastNode;
}
#endif
}
}

View File

@ -66,6 +66,10 @@ namespace Spine.Unity.Editor {
internal const string DEFAULT_DEFAULT_SHADER = "Spine/Skeleton";
public string defaultShader = DEFAULT_DEFAULT_SHADER;
public string DefaultShader {
get { return !string.IsNullOrEmpty(defaultShader) ? defaultShader : DEFAULT_DEFAULT_SHADER; }
set { defaultShader = value; }
}
internal const float DEFAULT_DEFAULT_ZSPACING = 0f;
public float defaultZSpacing = DEFAULT_DEFAULT_ZSPACING;

View File

@ -90,7 +90,8 @@ namespace Spine.Unity {
continue;
Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
skeletonRenderer.CustomSlotMaterials[slotObject] = slotMaterialOverride.material;
if (slotObject != null)
skeletonRenderer.CustomSlotMaterials[slotObject] = slotMaterialOverride.material;
}
}
@ -106,7 +107,8 @@ namespace Spine.Unity {
continue;
Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
if (slotObject == null)
continue;
Material currentMaterial;
if (!skeletonRenderer.CustomSlotMaterials.TryGetValue(slotObject, out currentMaterial))
continue;

View File

@ -6,9 +6,9 @@ Material:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: SkeletonPMAAdditive
m_Name: SkeletonStraightAdditive
m_Shader: {fileID: 4800000, guid: 53efa1d97f5d9f74285d4330cda14e36, type: 3}
m_ShaderKeywords:
m_ShaderKeywords: _STRAIGHT_ALPHA_INPUT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@ -29,7 +29,16 @@ Material:
m_Floats:
- <noninit>: 0
- _Cutoff: 0.1
- _StraightAlphaInput: 0
- _OutlineMipLevel: 0
- _OutlineReferenceTexWidth: 1024
- _OutlineSmoothness: 1
- _OutlineWidth: 3
- _StencilComp: 8
- _StencilRef: 1
- _StraightAlphaInput: 1
- _ThresholdEnd: 0.25
- _Use8Neighbourhood: 1
m_Colors:
- <noninit>: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007110106}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _OutlineColor: {r: 1, g: 1, b: 0, a: 1}

View File

@ -6,38 +6,39 @@ Material:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: SkeletonPMAMultiply
m_Name: SkeletonStraightMultiply
m_Shader: {fileID: 4800000, guid: 8bdcdc7ee298e594a9c20c61d25c33b6, type: 3}
m_ShaderKeywords:
m_ShaderKeywords: _STRAIGHT_ALPHA_INPUT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 2
serializedVersion: 3
m_TexEnvs:
- first:
name: <noninit>
second:
- <noninit>:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- first:
name: _MainTex
second:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- first:
name: <noninit>
second: 0
- first:
name: _Cutoff
second: 0.1
- <noninit>: 0
- _Cutoff: 0.1
- _OutlineMipLevel: 0
- _OutlineReferenceTexWidth: 1024
- _OutlineSmoothness: 1
- _OutlineWidth: 3
- _StencilComp: 8
- _StencilRef: 1
- _StraightAlphaInput: 1
- _ThresholdEnd: 0.25
- _Use8Neighbourhood: 1
m_Colors:
- first:
name: <noninit>
second: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007110106}
- first:
name: _Color
second: {r: 1, g: 1, b: 1, a: 1}
- <noninit>: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007110106}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _OutlineColor: {r: 1, g: 1, b: 0, a: 1}

View File

@ -6,38 +6,39 @@ Material:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: SkeletonPMAScreen
m_Name: SkeletonStraightScreen
m_Shader: {fileID: 4800000, guid: 4e8caa36c07aacf4ab270da00784e4d9, type: 3}
m_ShaderKeywords:
m_ShaderKeywords: _STRAIGHT_ALPHA_INPUT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 2
serializedVersion: 3
m_TexEnvs:
- first:
name: <noninit>
second:
- <noninit>:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- first:
name: _MainTex
second:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- first:
name: <noninit>
second: 0
- first:
name: _Cutoff
second: 0.1
- <noninit>: 0
- _Cutoff: 0.1
- _OutlineMipLevel: 0
- _OutlineReferenceTexWidth: 1024
- _OutlineSmoothness: 1
- _OutlineWidth: 3
- _StencilComp: 8
- _StencilRef: 1
- _StraightAlphaInput: 1
- _ThresholdEnd: 0.25
- _Use8Neighbourhood: 1
m_Colors:
- first:
name: <noninit>
second: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007121922}
- first:
name: _Color
second: {r: 1, g: 1, b: 1, a: 1}
- <noninit>: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007121922}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _OutlineColor: {r: 1, g: 1, b: 0, a: 1}

View File

@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
m_Name: Demo 2D URP Asset
m_Name: Example 2D URP Asset
m_EditorClassIdentifier:
k_AssetVersion: 5
k_AssetPreviousVersion: 5

View File

@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 11145981673336645838492a2d98e247, type: 3}
m_Name: Demo 2D URP Renderer Data
m_Name: Example 2D URP Renderer Data
m_EditorClassIdentifier:
m_RendererFeatures: []
m_HDREmulationScale: 1

View File

@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3}
m_Name: Demo URP Asset
m_Name: Example URP Asset
m_EditorClassIdentifier:
k_AssetVersion: 5
k_AssetPreviousVersion: 5

View File

@ -10,7 +10,7 @@ MonoBehaviour:
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3}
m_Name: Demo URP Asset_Renderer
m_Name: Example URP Asset_Renderer
m_EditorClassIdentifier:
m_RendererFeatures: []
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}