Merge branch '4.1' into 4.2-beta

This commit is contained in:
Mario Zechner 2023-02-17 07:13:59 +01:00
commit 9cef3b443a
8 changed files with 147 additions and 146 deletions

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@ -194,106 +194,106 @@ export class Shader implements Disposable, Restorable {
public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
let vs = ` let vs = `
attribute vec4 ${Shader.POSITION}; attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR}; attribute vec4 ${Shader.COLOR};
attribute vec2 ${Shader.TEXCOORDS}; attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX}; uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color; varying vec4 v_color;
varying vec2 v_texCoords; varying vec2 v_texCoords;
void main () { void main () {
v_color = ${Shader.COLOR}; v_color = ${Shader.COLOR};
v_texCoords = ${Shader.TEXCOORDS}; v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
} }
`; `;
let fs = ` let fs = `
#ifdef GL_ES #ifdef GL_ES
#define LOWP lowp #define LOWP lowp
precision mediump float; precision mediump float;
#else #else
#define LOWP #define LOWP
#endif #endif
varying LOWP vec4 v_color; varying LOWP vec4 v_color;
varying vec2 v_texCoords; varying vec2 v_texCoords;
uniform sampler2D u_texture; uniform sampler2D u_texture;
void main () { void main () {
gl_FragColor = v_color * texture2D(u_texture, v_texCoords); gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
} }
`; `;
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
} }
public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
let vs = ` let vs = `
attribute vec4 ${Shader.POSITION}; attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR}; attribute vec4 ${Shader.COLOR};
attribute vec4 ${Shader.COLOR2}; attribute vec4 ${Shader.COLOR2};
attribute vec2 ${Shader.TEXCOORDS}; attribute vec2 ${Shader.TEXCOORDS};
uniform mat4 ${Shader.MVP_MATRIX}; uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_light; varying vec4 v_light;
varying vec4 v_dark; varying vec4 v_dark;
varying vec2 v_texCoords; varying vec2 v_texCoords;
void main () { void main () {
v_light = ${Shader.COLOR}; v_light = ${Shader.COLOR};
v_dark = ${Shader.COLOR2}; v_dark = ${Shader.COLOR2};
v_texCoords = ${Shader.TEXCOORDS}; v_texCoords = ${Shader.TEXCOORDS};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
} }
`; `;
let fs = ` let fs = `
#ifdef GL_ES #ifdef GL_ES
#define LOWP lowp #define LOWP lowp
precision mediump float; precision mediump float;
#else #else
#define LOWP #define LOWP
#endif #endif
varying LOWP vec4 v_light; varying LOWP vec4 v_light;
varying LOWP vec4 v_dark; varying LOWP vec4 v_dark;
varying vec2 v_texCoords; varying vec2 v_texCoords;
uniform sampler2D u_texture; uniform sampler2D u_texture;
void main () { void main () {
vec4 texColor = texture2D(u_texture, v_texCoords); vec4 texColor = texture2D(u_texture, v_texCoords);
gl_FragColor.a = texColor.a * v_light.a; gl_FragColor.a = texColor.a * v_light.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
} }
`; `;
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
} }
public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader {
let vs = ` let vs = `
attribute vec4 ${Shader.POSITION}; attribute vec4 ${Shader.POSITION};
attribute vec4 ${Shader.COLOR}; attribute vec4 ${Shader.COLOR};
uniform mat4 ${Shader.MVP_MATRIX}; uniform mat4 ${Shader.MVP_MATRIX};
varying vec4 v_color; varying vec4 v_color;
void main () { void main () {
v_color = ${Shader.COLOR}; v_color = ${Shader.COLOR};
gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION};
} }
`; `;
let fs = ` let fs = `
#ifdef GL_ES #ifdef GL_ES
#define LOWP lowp #define LOWP lowp
precision mediump float; precision mediump float;
#else #else
#define LOWP #define LOWP
#endif #endif
varying LOWP vec4 v_color; varying LOWP vec4 v_color;
void main () { void main () {
gl_FragColor = v_color; gl_FragColor = v_color;
} }
`; `;
return new Shader(context, vs, fs); return new Shader(context, vs, fs);
} }

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@ -135,7 +135,6 @@ void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMater
material->SetTextureParameterValue(TextureParameterName, Texture); material->SetTextureParameterValue(TextureParameterName, Texture);
CurrentInstance = material; CurrentInstance = material;
} }
} }
void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) { void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
@ -167,13 +166,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
normals.Empty(); normals.Empty();
uvs.Empty(); uvs.Empty();
colors.Empty(); colors.Empty();
int idx = 0; int idx = 0;
int meshSection = 0; int meshSection = 0;
UMaterialInstanceDynamic *lastMaterial = nullptr; UMaterialInstanceDynamic *lastMaterial = nullptr;
ClearAllMeshSections(); ClearAllMeshSections();
// Early out if skeleton is invisible // Early out if skeleton is invisible
if (Skeleton->getColor().a == 0) return; if (Skeleton->getColor().a == 0) return;
@ -226,13 +225,13 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
numIndices = 6; numIndices = 6;
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) { } else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
MeshAttachment *mesh = (MeshAttachment *) attachment; MeshAttachment *mesh = (MeshAttachment *) attachment;
// Early out if region is invisible // Early out if region is invisible
if (mesh->getColor().a == 0) { if (mesh->getColor().a == 0) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
attachmentColor.set(mesh->getColor()); attachmentColor.set(mesh->getColor());
attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0); attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2); mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
@ -259,14 +258,14 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
continue; continue;
} }
} }
// if the user switches the atlas data while not having switched // if the user switches the atlas data while not having switched
// to the correct skeleton data yet, we won't find any regions. // to the correct skeleton data yet, we won't find any regions.
// ignore regions for which we can't find a material // ignore regions for which we can't find a material
UMaterialInstanceDynamic* material = nullptr; UMaterialInstanceDynamic *material = nullptr;
int foundPageIndex = -1; int foundPageIndex = -1;
for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) { for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex]; AtlasPage *page = component->Atlas->GetAtlas()->getPages()[pageIndex];
if (attachmentAtlasRegion->page == page) { if (attachmentAtlasRegion->page == page) {
foundPageIndex = pageIndex; foundPageIndex = pageIndex;
break; break;
@ -277,74 +276,74 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
continue; continue;
} }
switch (slot->getData().getBlendMode()) { switch (slot->getData().getBlendMode()) {
case BlendMode_Additive: case BlendMode_Additive:
if (i >= atlasAdditiveBlendMaterials.Num()) { if (i >= atlasAdditiveBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasAdditiveBlendMaterials[i]; material = atlasAdditiveBlendMaterials[i];
break; break;
case BlendMode_Multiply: case BlendMode_Multiply:
if (i >= atlasMultiplyBlendMaterials.Num()) { if (i >= atlasMultiplyBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasMultiplyBlendMaterials[i]; material = atlasMultiplyBlendMaterials[i];
break; break;
case BlendMode_Screen: case BlendMode_Screen:
if (i >= atlasScreenBlendMaterials.Num()) { if (i >= atlasScreenBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasScreenBlendMaterials[i]; material = atlasScreenBlendMaterials[i];
break; break;
case BlendMode_Normal: case BlendMode_Normal:
default: default:
if (i >= atlasNormalBlendMaterials.Num()) { if (i >= atlasNormalBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasNormalBlendMaterials[i]; material = atlasNormalBlendMaterials[i];
break; break;
} }
if (lastMaterial != material) { if (lastMaterial != material) {
Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial); Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
lastMaterial = material; lastMaterial = material;
idx = 0; idx = 0;
} }
SetMaterial(meshSection, material); SetMaterial(meshSection, material);
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255); uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255); uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255); uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255); uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
float* verticesPtr = attachmentVertices->buffer(); float *verticesPtr = attachmentVertices->buffer();
for (int j = 0; j < numVertices << 1; j += 2) { for (int j = 0; j < numVertices << 1; j += 2) {
colors.Add(FColor(r, g, b, a)); colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1])); vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1])); uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
} }
for (int j = 0; j < numIndices; j++) { for (int j = 0; j < numIndices; j++) {
indices.Add(idx + attachmentIndices[j]); indices.Add(idx + attachmentIndices[j]);
} }
int numTriangles = indices.Num() / 3; int numTriangles = indices.Num() / 3;
for (int j = 0; j < numTriangles; j++) { for (int j = 0; j < numTriangles; j++) {
const int triangleIndex = j * 3; const int triangleIndex = j * 3;
if (FVector::CrossProduct( if (FVector::CrossProduct(
vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]], vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]]) vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
.Y < 0.f) { .Y < 0.f) {
const int32 targetVertex = indices[triangleIndex]; const int32 targetVertex = indices[triangleIndex];
indices[triangleIndex] = indices[triangleIndex + 2]; indices[triangleIndex] = indices[triangleIndex + 2];
indices[triangleIndex + 2] = targetVertex; indices[triangleIndex + 2] = targetVertex;
} }
} }
FVector normal = FVector(0, 1, 0); FVector normal = FVector(0, 1, 0);
for (int j = 0; j < numVertices; j++) { for (int j = 0; j < numVertices; j++) {
normals.Add(normal); normals.Add(normal);

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@ -331,12 +331,12 @@ bool USpineWidget::HasBone(const FString BoneName) {
return false; return false;
} }
FTransform USpineWidget::GetBoneTransform(const FString& BoneName) { FTransform USpineWidget::GetBoneTransform(const FString &BoneName) {
CheckState(); CheckState();
if (skeleton) { if (skeleton) {
Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName)); Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));
if (!bone) return FTransform(); if (!bone) return FTransform();
FMatrix localTransform; FMatrix localTransform;
localTransform.SetIdentity(); localTransform.SetIdentity();
localTransform.SetAxis(2, FVector(bone->getA(), 0, bone->getC())); localTransform.SetAxis(2, FVector(bone->getA(), 0, bone->getC()));

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@ -99,15 +99,15 @@ protected:
spine::Vector<float> worldVertices; spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper; spine::SkeletonClipping clipper;
UPROPERTY(); UPROPERTY();
TArray<FVector> vertices; TArray<FVector> vertices;
UPROPERTY(); UPROPERTY();
TArray<int32> indices; TArray<int32> indices;
UPROPERTY(); UPROPERTY();
TArray<FVector> normals; TArray<FVector> normals;
UPROPERTY(); UPROPERTY();
TArray<FVector2D> uvs; TArray<FVector2D> uvs;
UPROPERTY(); UPROPERTY();
TArray<FColor> colors; TArray<FColor> colors;
}; };

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@ -101,7 +101,7 @@ half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
surfaceData.albedo = main.rgb; surfaceData.albedo = main.rgb;
surfaceData.alpha = 1; surfaceData.alpha = 1;
surfaceData.mask = mask; surfaceData.mask = mask;
inputData.uv = input.texcoord; inputData.uv = input.texcoord.xy;
inputData.lightingUV = input.lightingUV; inputData.lightingUV = input.lightingUV;
half4 pixel = half4(CombinedShapeLightShared(surfaceData, inputData).rgb * main.a, main.a); half4 pixel = half4(CombinedShapeLightShared(surfaceData, inputData).rgb * main.a, main.a);
#endif #endif

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@ -65,7 +65,7 @@ half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out ha
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex); additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
} }
#else // !USE_FORWARD_PLUS #else // !USE_FORWARD_PLUS
int pixelLightCount = GetAdditionalLightsCount(); uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount) LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex); additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE LIGHT_LOOP_END_SPINE
@ -84,9 +84,9 @@ half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, h
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
inputData.positionWS = positionWS; inputData.positionWS = positionWS;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible(); uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
int pixelLightCount = GetAdditionalLightsCount(); uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount) LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex); additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE LIGHT_LOOP_END_SPINE
@ -124,7 +124,7 @@ VertexOutput vert(appdata v) {
if (color.a == 0) { if (color.a == 0) {
o.color = color; o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS) #if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = color; o.shadowedColor = color.rgb;
o.shadowCoord = float4(0, 0, 0, 0); o.shadowCoord = float4(0, 0, 0, 0);
#endif #endif
return o; return o;
@ -169,9 +169,11 @@ half4 frag(VertexOutput i
// USE_FORWARD_PLUS lights need to be processed in fragment shader, // USE_FORWARD_PLUS lights need to be processed in fragment shader,
// otherwise light culling by vertex will create a very bad lighting result. // otherwise light culling by vertex will create a very bad lighting result.
half3 shadowedColor; half3 shadowedColor;
i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos, i.normalWS, shadowedColor); i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos.xy, i.normalWS, shadowedColor);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
i.shadowedColor += shadowedColor; i.shadowedColor += shadowedColor;
#endif #endif
#endif
#if defined(SKELETONLIT_RECEIVE_SHADOWS) #if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord); half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);

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@ -131,7 +131,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
#ifdef _ADDITIONAL_LIGHTS #ifdef _ADDITIONAL_LIGHTS
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible(); uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) #if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData); half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
#else #else
@ -145,7 +145,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex); finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
} }
#endif #endif
int pixelLightCount = GetAdditionalLightsCount(); uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount) LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex); finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE LIGHT_LOOP_END_SPINE
@ -221,11 +221,11 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex); diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
} }
#endif #endif
int pixelLightCount = GetAdditionalLightsCount(); uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN(pixelLightCount) LIGHT_LOOP_BEGIN(pixelLightCount)
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex); diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END LIGHT_LOOP_END
#endif #endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX #ifdef _ADDITIONAL_LIGHTS_VERTEX
diffuseLighting += inputData.vertexLighting; diffuseLighting += inputData.vertexLighting;
@ -329,7 +329,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
#else #else
inputData.normalizedScreenSpaceUV = 0; inputData.normalizedScreenSpaceUV = 0;
#endif #endif
#if defined(SPECULAR) #if defined(SPECULAR)
half2 metallicGloss = getMetallicGloss(input.texcoord.xy); half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
half metallic = metallicGloss.x; half metallic = metallicGloss.x;

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.urp-shaders", "name": "com.esotericsoftware.spine.urp-shaders",
"displayName": "Spine Universal RP 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 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)", "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 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.8", "version": "4.1.9",
"unity": "2019.3", "unity": "2019.3",
"author": { "author": {
"name": "Esoteric Software", "name": "Esoteric Software",