Merge branch '3.8' into 4.0-beta

# Conflicts:
#	spine-ts/build/spine-all.js.map
#	spine-ts/build/spine-canvas.js.map
#	spine-ts/build/spine-core.js.map
#	spine-ts/build/spine-player.js.map
#	spine-ts/build/spine-threejs.js.map
#	spine-ts/build/spine-webgl.js.map
#	spine-ts/canvas/example/assets/spineboy-ess.json
#	spine-ts/canvas/example/assets/spineboy.png
#	spine-ts/player/example/assets/raptor-pma.png
#	spine-ts/player/example/assets/raptor-pro.json
#	spine-ts/player/example/assets/spineboy-pma.png
#	spine-ts/player/example/assets/spineboy-pro.skel
#	spine-ts/threejs/example/assets/raptor-pro.json
#	spine-ts/threejs/example/assets/raptor.png
#	spine-ts/webgl/example/assets/coin-pro.skel
#	spine-ts/webgl/example/assets/goblins-pro.skel
#	spine-ts/webgl/example/assets/mix-and-match-pma.atlas
#	spine-ts/webgl/example/assets/mix-and-match-pma.png
#	spine-ts/webgl/example/assets/mix-and-match-pro.skel
#	spine-ts/webgl/example/assets/owl-pma.png
#	spine-ts/webgl/example/assets/owl-pro.skel
#	spine-ts/webgl/example/assets/raptor-pma.png
#	spine-ts/webgl/example/assets/raptor-pro.skel
#	spine-ts/webgl/example/assets/spineboy-pma.png
#	spine-ts/webgl/example/assets/spineboy-pro.skel
#	spine-ts/webgl/example/assets/spineboy.png
#	spine-ts/webgl/example/assets/stretchyman-pro.skel
#	spine-ts/webgl/example/assets/tank-pma.atlas
#	spine-ts/webgl/example/assets/tank-pma.png
#	spine-ts/webgl/example/assets/tank-pro.skel
#	spine-ts/webgl/example/assets/vine-pro.skel
This commit is contained in:
badlogic 2020-11-27 18:47:44 +01:00
commit ae6eda01f7
17 changed files with 214 additions and 86 deletions

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@ -376,6 +376,7 @@
* Added `BoundingBoxFollowerGraphic` component. This class is a counterpart of `BoundingBoxFollower` that can be used with `SkeletonGraphic`.
* Added Inspector context menu functions `SkeletonRenderer - Add all BoundingBoxFollower GameObjects` and `SkeletonGraphic - Add all BoundingBoxFollowerGraphic GameObjects` that automatically generate bounding box follower GameObjects for every `BoundingBoxAttachment` for all skins of a skeleton.
* `GetRemappedClone()` now provides an additional parameter `pivotShiftsMeshUVCoords` for `MeshAttachment` to prevent uv shifts at a non-central Sprite pivot. This parameter defaults to `true` to maintain previous behaviour.
* `SkeletonRenderer` components now provide an additional update mode `Only Event Timelines` at the `Update When Invisible` property. This mode saves additional timeline updates compared to update mode `Everything Except Mesh`.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

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@ -306,6 +306,43 @@ namespace Spine {
return applied;
}
/// <summary>Version of <see cref="Apply"/> only applying EventTimelines for lightweight off-screen updates.</summary>
// Note: This method is not part of the libgdx reference implementation.
public bool ApplyEventTimelinesOnly (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
var events = this.events;
bool applied = false;
var tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Apply mixing from entries first.
if (current.mixingFrom != null)
ApplyMixingFromEventTimelinesOnly(current, skeleton);
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.AnimationTime;
int timelineCount = current.animation.timelines.Count;
var timelines = current.animation.timelines;
var timelinesItems = timelines.Items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, MixDirection.In);
}
QueueEvents(current, animationTime);
events.Clear(false);
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
queue.Drain();
return applied;
}
private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend);
@ -398,6 +435,43 @@ namespace Spine {
return mix;
}
/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying EventTimelines for lightweight off-screen updates.</summary>
// Note: This method is not part of the libgdx reference implementation.
private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton);
float mix;
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
}
else {
mix = to.mixTime / to.mixDuration;
if (mix > 1) mix = 1;
}
var eventBuffer = mix < from.eventThreshold ? this.events : null;
if (eventBuffer == null)
return mix;
float animationLast = from.animationLast, animationTime = from.AnimationTime;
var timelines = from.animation.timelines;
int timelineCount = timelines.Count;
var timelinesItems = timelines.Items;
for (int i = 0; i < timelineCount; i++) {
var timeline = timelinesItems[i];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out);
}
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent

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@ -58,6 +58,9 @@ namespace Spine {
}
#endregion
public List<AtlasRegion> Regions { get { return regions; } }
public List<AtlasPage> Pages { get { return pages; } }
#if !(IS_UNITY)
#if WINDOWS_STOREAPP
private async Task ReadFile(string path, TextureLoader textureLoader) {

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@ -1868,7 +1868,8 @@ declare module spine.webgl {
canvas: HTMLCanvasElement | OffscreenCanvas;
gl: WebGLRenderingContext;
private restorables;
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | OffscreenCanvas | WebGL2RenderingContext, contextConfig?: any);
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget | WebGL2RenderingContext, contextConfig?: any);
private setupCanvas;
addRestorable(restorable: Restorable): void;
removeRestorable(restorable: Restorable): void;
}

View File

@ -12192,30 +12192,32 @@ var spine;
(function (webgl) {
var ManagedWebGLRenderingContext = (function () {
function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
var _this = this;
if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
this.restorables = new Array();
if (!((canvasOrContext instanceof WebGLRenderingContext) || (canvasOrContext instanceof WebGL2RenderingContext))) {
var canvas_1 = canvasOrContext;
this.gl = (canvas_1.getContext("webgl2", contextConfig) || canvas_1.getContext("webgl", contextConfig));
this.canvas = canvas_1;
canvas_1.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas_1.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
if (canvasOrContext instanceof HTMLCanvasElement || canvasOrContext instanceof EventTarget) {
this.setupCanvas(canvasOrContext, contextConfig);
}
else {
this.gl = canvasOrContext;
this.canvas = this.gl.canvas;
}
}
ManagedWebGLRenderingContext.prototype.setupCanvas = function (canvas, contextConfig) {
var _this = this;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
};
ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
this.restorables.push(restorable);
};

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@ -1837,7 +1837,8 @@ declare module spine.webgl {
canvas: HTMLCanvasElement | OffscreenCanvas;
gl: WebGLRenderingContext;
private restorables;
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | OffscreenCanvas | WebGL2RenderingContext, contextConfig?: any);
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget | WebGL2RenderingContext, contextConfig?: any);
private setupCanvas;
addRestorable(restorable: Restorable): void;
removeRestorable(restorable: Restorable): void;
}

View File

@ -11924,30 +11924,32 @@ var spine;
(function (webgl) {
var ManagedWebGLRenderingContext = (function () {
function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
var _this = this;
if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
this.restorables = new Array();
if (!((canvasOrContext instanceof WebGLRenderingContext) || (canvasOrContext instanceof WebGL2RenderingContext))) {
var canvas = canvasOrContext;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
if (canvasOrContext instanceof HTMLCanvasElement || canvasOrContext instanceof EventTarget) {
this.setupCanvas(canvasOrContext, contextConfig);
}
else {
this.gl = canvasOrContext;
this.canvas = this.gl.canvas;
}
}
ManagedWebGLRenderingContext.prototype.setupCanvas = function (canvas, contextConfig) {
var _this = this;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
};
ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
this.restorables.push(restorable);
};

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@ -1837,7 +1837,8 @@ declare module spine.webgl {
canvas: HTMLCanvasElement | OffscreenCanvas;
gl: WebGLRenderingContext;
private restorables;
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | OffscreenCanvas | WebGL2RenderingContext, contextConfig?: any);
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget | WebGL2RenderingContext, contextConfig?: any);
private setupCanvas;
addRestorable(restorable: Restorable): void;
removeRestorable(restorable: Restorable): void;
}

View File

@ -11924,30 +11924,32 @@ var spine;
(function (webgl) {
var ManagedWebGLRenderingContext = (function () {
function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
var _this = this;
if (contextConfig === void 0) { contextConfig = { alpha: "true" }; }
this.restorables = new Array();
if (!((canvasOrContext instanceof WebGLRenderingContext) || (canvasOrContext instanceof WebGL2RenderingContext))) {
var canvas = canvasOrContext;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
if (canvasOrContext instanceof HTMLCanvasElement || canvasOrContext instanceof EventTarget) {
this.setupCanvas(canvasOrContext, contextConfig);
}
else {
this.gl = canvasOrContext;
this.canvas = this.gl.canvas;
}
}
ManagedWebGLRenderingContext.prototype.setupCanvas = function (canvas, contextConfig) {
var _this = this;
this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", function (e) {
var event = e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore();
}
});
};
ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
this.restorables.push(restorable);
};

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@ -33,29 +33,32 @@ module spine.webgl {
public gl: WebGLRenderingContext;
private restorables = new Array<Restorable>();
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | OffscreenCanvas | WebGL2RenderingContext, contextConfig: any = { alpha: "true" }) {
if (!((canvasOrContext instanceof WebGLRenderingContext) || (canvasOrContext instanceof WebGL2RenderingContext))) {
let canvas = canvasOrContext;
this.gl = <WebGLRenderingContext> (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", (e: any) => {
let event = <WebGLContextEvent>e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", (e: any) => {
for (let i = 0, n = this.restorables.length; i < n; i++) {
this.restorables[i].restore();
}
});
constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget | WebGL2RenderingContext, contextConfig: any = { alpha: "true" }) {
if (canvasOrContext instanceof HTMLCanvasElement || canvasOrContext instanceof EventTarget) {
this.setupCanvas(canvasOrContext, contextConfig);
} else {
this.gl = canvasOrContext;
this.canvas = this.gl.canvas;
}
}
private setupCanvas(canvas: any, contextConfig: any) {
this.gl = <WebGLRenderingContext> (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig));
this.canvas = canvas;
canvas.addEventListener("webglcontextlost", (e: any) => {
let event = <WebGLContextEvent>e;
if (e) {
e.preventDefault();
}
});
canvas.addEventListener("webglcontextrestored", (e: any) => {
for (let i = 0, n = this.restorables.length; i < n; i++) {
this.restorables[i].restore();
}
});
}
addRestorable(restorable: Restorable) {
this.restorables.push(restorable);
}

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@ -213,7 +213,10 @@ namespace Spine.Unity {
if (_BeforeApply != null)
_BeforeApply(this);
state.Apply(skeleton);
if (updateMode != UpdateMode.OnlyEventTimelines)
state.Apply(skeleton);
else
state.ApplyEventTimelinesOnly(skeleton);
if (_UpdateLocal != null)
_UpdateLocal(this);

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@ -62,7 +62,7 @@ namespace Spine.Unity {
/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
[SerializeField] protected UpdateMode updateMode = UpdateMode.FullUpdate;
protected UpdateMode updateMode = UpdateMode.FullUpdate;
/// <summary>Update mode used when the MeshRenderer becomes invisible
/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
@ -263,7 +263,10 @@ namespace Spine.Unity {
if (BeforeApply != null)
BeforeApply(this);
state.Apply(skeleton);
if (updateMode != UpdateMode.OnlyEventTimelines)
state.Apply(skeleton);
else
state.ApplyEventTimelinesOnly(skeleton);
if (UpdateLocal != null)
UpdateLocal(this);
@ -283,7 +286,7 @@ namespace Spine.Unity {
// instantiation can happen from Update() after this component, leading to a missing Update() call.
if (!wasUpdatedAfterInit) Update(0);
if (freeze) return;
if (updateMode <= UpdateMode.EverythingExceptMesh) return;
if (updateMode != UpdateMode.FullUpdate) return;
UpdateMesh();
}

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@ -82,7 +82,7 @@ namespace Spine.Unity {
/// <summary>Update mode to optionally limit updates to e.g. only apply animations but not update the mesh.</summary>
public UpdateMode UpdateMode { get { return updateMode; } set { updateMode = value; } }
[SerializeField] protected UpdateMode updateMode = UpdateMode.FullUpdate;
protected UpdateMode updateMode = UpdateMode.FullUpdate;
/// <summary>Update mode used when the MeshRenderer becomes invisible
/// (when <c>OnBecameInvisible()</c> is called). Update mode is automatically
@ -381,7 +381,7 @@ namespace Spine.Unity {
}
#endif
if (updateMode <= UpdateMode.EverythingExceptMesh) return;
if (updateMode != UpdateMode.FullUpdate) return;
#if SPINE_OPTIONAL_RENDEROVERRIDE
bool doMeshOverride = generateMeshOverride != null;

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@ -31,8 +31,10 @@ namespace Spine.Unity {
public enum UpdateMode {
Nothing = 0,
OnlyAnimationStatus,
EverythingExceptMesh,
FullUpdate
OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
EverythingExceptMesh = 2,
FullUpdate,
//Reserved 4 for OnlyEventTimelines
};
public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);

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@ -79,6 +79,12 @@ namespace Spine.Unity {
+ "This will lead to incorrect rendering on some devices.\n\n"
+ "Please change the assigned Material to e.g. 'SkeletonGraphicDefault' or change the used shader to one of the 'Spine/SkeletonGraphic *' shaders.\n\n"
+ "Note that 'Spine/SkeletonGraphic *' shall still be used when using URP.\n";
public static readonly string kNoSkeletonGraphicTintBlackMaterialMessage =
"\nWarning: Only enable 'Canvas Group Tint Black' when using a 'SkeletonGraphic Tint Black' shader!\n"
+ "This will lead to incorrect rendering.\n\nPlease\n"
+ "a) disable 'Canvas Group Tint Black' under 'Advanced' or\n"
+ "b) use a 'SkeletonGraphic Tint Black' Material if you need Tint Black on a CanvasGroup.\n";
public static readonly string kTintBlackMessage =
"\nWarning: 'Advanced - Tint Black' required when using any 'Tint Black' shader!\n\nPlease\n"
+ "a) enable 'Tint Black' at the SkeletonRenderer/SkeletonGraphic component under 'Advanced' or\n"
@ -143,6 +149,10 @@ namespace Spine.Unity {
isProblematic = true;
errorMessage += kCanvasTintBlackMessage;
}
if (settings.canvasGroupTintBlack == true && !IsSkeletonGraphicTintBlackMaterial(material)) {
isProblematic = true;
errorMessage += kNoSkeletonGraphicTintBlackMaterialMessage;
}
if (settings.canvasGroupTintBlack == true && !IsCanvasGroupCompatible(material)) {
isProblematic = true;
errorMessage += kCanvasGroupCompatibleMessage;
@ -261,6 +271,11 @@ namespace Spine.Unity {
return material.shader.name.Contains("Spine") && !material.shader.name.Contains("SkeletonGraphic");
}
static bool IsSkeletonGraphicTintBlackMaterial (Material material) {
return material.shader.name.Contains("Spine") && material.shader.name.Contains("SkeletonGraphic")
&& material.shader.name.Contains("Black");
}
static bool AreShadowsDisabled (Material material) {
return material.IsKeywordEnabled("_RECEIVE_SHADOWS_OFF");
}

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@ -5,6 +5,10 @@
#include "SpineCoreShaders/SpriteLighting.cginc"
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
#define NEEDS_POSITION_WS
#endif
////////////////////////////////////////
// Vertex output struct
//
@ -26,10 +30,10 @@ struct VertexOutputLWRP
#else
half3 normalWorld : TEXCOORD4;
#endif
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
float4 shadowCoord : TEXCOORD7;
#endif
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
#if defined(NEEDS_POSITION_WS)
float4 positionWS : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
@ -80,7 +84,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
brdfData.specular *= albedo.a;
#ifndef _MAIN_LIGHT_VERTEX
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
@ -115,7 +119,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
half4 diffuse = texDiffuseAlpha * vertexColor;
#ifndef _MAIN_LIGHT_VERTEX
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
@ -170,12 +174,12 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
#if defined(NEEDS_POSITION_WS)
output.positionWS = float4(positionWS, 1);
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
output.positionWS = float4(positionWS, 1);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
@ -191,7 +195,8 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
#endif // !PER_PIXEL_LIGHTING
output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS);
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.pos;
@ -216,8 +221,16 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
// fill out InputData struct
InputData inputData;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = input.shadowCoord;
#if !defined(_RECEIVE_SHADOWS_OFF)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS);
#elif defined(_MAIN_LIGHT_SHADOWS)
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#endif
inputData.viewDirectionWS = input.viewDirectionWS;

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@ -100,6 +100,8 @@ Shader "Universal Render Pipeline/Spine/Sprite"
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ MAIN_LIGHT_CALCULATE_SHADOWS
#pragma multi_compile _ REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS