Merge branch '4.1' into 4.2-beta

This commit is contained in:
Harald Csaszar 2023-05-03 20:35:25 +02:00
commit 8ef5a6537a
9 changed files with 92 additions and 6 deletions

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@ -162,6 +162,8 @@
* Added `Spine/SkeletonGraphic Fill` shader to provide functionality of `Spine/Skeleton Fill` shader for `SkeletonGraphic`.
* 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.
* `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`.
* Added previously missing unlit URP 2D shader variant, available under `Universal Render Pipeline/2D/Spine/Skeleton`.
* Added support for light cookies at `Universal Render Pipeline/Spine/Sprite` shader.
* **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

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@ -0,0 +1,64 @@
Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
Properties {
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[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 Comparison", Float) = 8 // Set to Always as default
}
SubShader {
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Tags { "LightMode" = "Universal2D" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#undef LIGHTMAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-URP.hlsl"
#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3bb7ed9d223c7d749bc42dad56e4ad0f
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -5,7 +5,7 @@
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 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 Compare", Float) = 8 // Set to Always as default
}
HLSLINCLUDE

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@ -39,7 +39,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
[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 Compare", Float) = 8 // Set to Always as default
}
HLSLINCLUDE

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@ -7,7 +7,7 @@
#include "SpineCoreShaders/Spine-Common.cginc"
#include "Spine-Common-URP.hlsl"
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(_LIGHT_COOKIES)
#define NEEDS_POSITION_WS
#endif
@ -122,6 +122,10 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
#else
Light mainLight = GetMainLight();
#endif
#if defined(_LIGHT_COOKIES)
half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
mainLight.color *= cookieColor;
#endif
half3 finalColor = inputData.bakedGI * albedo.rgb;
finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
@ -193,6 +197,11 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
#else
Light mainLight = GetMainLight();
#endif
#if defined(_LIGHT_COOKIES)
half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
mainLight.color *= cookieColor;
#endif
half3 diffuseLighting = inputData.bakedGI;
half3 attenuation = mainLight.distanceAttenuation* mainLight.shadowAttenuation;

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@ -7,7 +7,7 @@
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 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 Compare", Float) = 8 // Set to Always as default
}
SubShader {

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@ -45,7 +45,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
[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 Compare", Float) = 8 // Set to Always as default
}
SubShader
@ -107,6 +107,8 @@ Shader "Universal Render Pipeline/Spine/Sprite"
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _LIGHT_COOKIES
// Farward+ renderer keywords
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS

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@ -2,7 +2,7 @@
"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 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.2.10",
"version": "4.2.12",
"unity": "2019.3",
"author": {
"name": "Esoteric Software",