mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
8ef5a6537a
@ -162,6 +162,8 @@
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* Added `Spine/SkeletonGraphic Fill` shader to provide functionality of `Spine/Skeleton Fill` shader for `SkeletonGraphic`.
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* Lit Spine URP shaders (`Universal Render Pipeline/Spine/Sprite` and `Universal Render Pipeline/Spine/Skeleton Lit`) now support `Forward+` rendering path as introduced by Unity 2022.2 and URP version 14.
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* `SkeletonGraphic` now supports automatic scaling based on its `RectTransform` bounds. Automatic scaling can be enabled by setting the added `Layout Scale Mode` Inspector property to either `Width Controls Height`, `Height Controls Width`, `FitInParent` or `EnvelopeParent`. It is set to `None` by default to keep previous behaviour and avoid breaking existing projects. To modify the reference layout bounds, hit the additional `Edit Layout Bounds` toggle button to switch into edit mode, adjust the bounds or hit `Match RectTransform with Mesh`, and hit the button again when done adjusting. The skeleton will now be scaled accordingly to fit the reference layout bounds to the object's `RectTransform`.
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* Added previously missing unlit URP 2D shader variant, available under `Universal Render Pipeline/2D/Spine/Skeleton`.
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* Added support for light cookies at `Universal Render Pipeline/Spine/Sprite` shader.
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* **Breaking changes**
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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@ -0,0 +1,64 @@
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Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
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Properties {
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Tags { "LightMode" = "Universal2D" }
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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//--------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex vert
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#pragma fragment frag
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 3bb7ed9d223c7d749bc42dad56e4ad0f
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -5,7 +5,7 @@
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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}
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HLSLINCLUDE
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@ -39,7 +39,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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[HideInInspector] _RenderQueue("__queue", Float) = 0.0
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[HideInInspector] _Cull("__cull", Float) = 0.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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}
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HLSLINCLUDE
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@ -7,7 +7,7 @@
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#include "SpineCoreShaders/Spine-Common.cginc"
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#include "Spine-Common-URP.hlsl"
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(_LIGHT_COOKIES)
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#define NEEDS_POSITION_WS
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#endif
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@ -122,6 +122,10 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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#else
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Light mainLight = GetMainLight();
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#endif
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#if defined(_LIGHT_COOKIES)
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half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
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mainLight.color *= cookieColor;
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#endif
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half3 finalColor = inputData.bakedGI * albedo.rgb;
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finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
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@ -193,6 +197,11 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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#else
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Light mainLight = GetMainLight();
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#endif
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#if defined(_LIGHT_COOKIES)
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half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
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mainLight.color *= cookieColor;
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#endif
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half3 diffuseLighting = inputData.bakedGI;
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half3 attenuation = mainLight.distanceAttenuation* mainLight.shadowAttenuation;
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@ -7,7 +7,7 @@
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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}
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SubShader {
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@ -45,7 +45,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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[HideInInspector] _RenderQueue("__queue", Float) = 0.0
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[HideInInspector] _Cull("__cull", Float) = 0.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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}
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SubShader
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@ -107,6 +107,8 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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// Farward+ renderer keywords
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.2.10",
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"version": "4.2.12",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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