Merge branch '4.1' into 4.2-beta

This commit is contained in:
Harald Csaszar 2022-12-14 17:45:18 +01:00
commit b693802311
7 changed files with 24 additions and 10 deletions

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@ -540,7 +540,7 @@ namespace Spine {
return null; return null;
} }
/// <summary>Sets a skin by name (<see cref="SetSkin(Skin)"/>).</summary> /// <summary>Sets a skin by name (see <see cref="SetSkin(Skin)"/>).</summary>
public void SetSkin (string skinName) { public void SetSkin (string skinName) {
Skin foundSkin = data.FindSkin(skinName); Skin foundSkin = data.FindSkin(skinName);
if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName"); if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");

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@ -1027,8 +1027,8 @@ namespace Spine {
} else if (timelineName == "sequence") { } else if (timelineName == "sequence") {
SequenceTimeline timeline = new SequenceTimeline(frames, slot.index, attachment); SequenceTimeline timeline = new SequenceTimeline(frames, slot.index, attachment);
float lastDelay = 0; float lastDelay = 0;
for (int frame = 0; keyMap != null; for (int frame = 0; keyMap != null; keyMap = keyMapEnumerator.MoveNext() ?
keyMapEnumerator.MoveNext(), keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current, frame++) { (Dictionary<string, Object>)keyMapEnumerator.Current : null, frame++) {
float delay = GetFloat(keyMap, "delay", lastDelay); float delay = GetFloat(keyMap, "delay", lastDelay);
SequenceMode sequenceMode = (SequenceMode)Enum.Parse(typeof(SequenceMode), SequenceMode sequenceMode = (SequenceMode)Enum.Parse(typeof(SequenceMode),

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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
Pass { Pass {
Name "Normal" Name "Normal"
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc" #include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG ENDCG
} }
@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
ZTest LEqual ZTest LEqual
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc" #include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG ENDCG
} }

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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
Pass { Pass {
Name "Normal" Name "Normal"
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc" #include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG ENDCG
} }
@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
ZTest LEqual ZTest LEqual
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc" #include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG ENDCG
} }

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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
Pass { Pass {
Name "Normal" Name "Normal"
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc" #include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG ENDCG
} }
@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
ZTest LEqual ZTest LEqual
CGPROGRAM CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc" #include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG ENDCG
} }

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@ -1,9 +1,6 @@
#ifndef BLENDMODES_NORMAL_PASS_INCLUDED #ifndef BLENDMODES_NORMAL_PASS_INCLUDED
#define BLENDMODES_NORMAL_PASS_INCLUDED #define BLENDMODES_NORMAL_PASS_INCLUDED
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../CGIncludes/Spine-Common.cginc" #include "../CGIncludes/Spine-Common.cginc"
uniform sampler2D _MainTex; uniform sampler2D _MainTex;

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@ -1,10 +1,6 @@
#ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED #ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED
#define BLENDMODES_SHADOWCASTER_PASS_INCLUDED #define BLENDMODES_SHADOWCASTER_PASS_INCLUDED
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc" #include "UnityCG.cginc"
struct v2f { struct v2f {
V2F_SHADOW_CASTER; V2F_SHADOW_CASTER;