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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] URP Shaders: Added Depth Write property to URP 3D shaders URP/Spine/Skeleton and -/Skeleton Lit.
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@ -112,6 +112,7 @@
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4) Assign this *_Outline* material at the new child GameObject's `MeshRenderer` component.
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If you are using `SkeletonRenderSeparator` and need to enable and disable the `SkeletonRenderSeparator` component at runtime, you can increase the `RenderCombinedMesh` `Reference Renderers` array by one and assign the `SkeletonRenderer` itself at the last entry after the parts renderers. Disabled `MeshRenderer` components will be skipped when combining the final mesh, so the combined mesh is automatically filled from the desired active renderers.
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* Timeline extension package: Added static `EditorEvent` callback to allow editor scripts to react to animation events outside of play-mode. Register to the events via `Spine.Unity.Playables.SpineAnimationStateMixerBehaviour.EditorEvent += YourCallback;`.
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* URP Shaders: Added `Depth Write` property to shaders `Universal Render Pipeline/Spine/Skeleton` and `Universal Render Pipeline/Spine/Skeleton Lit`. Defaults to false to maintain existing behaviour.
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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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@ -3,6 +3,7 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
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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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[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
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[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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_Color(" Light Color", Color) = (1,1,1,1)
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_Black(" Dark Color", Color) = (0,0,0,0)
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@ -29,7 +30,7 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
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Name "Forward"
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Tags{"LightMode" = "UniversalForward"}
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ZWrite Off
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ZWrite[_ZWrite]
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Cull Off
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Blend One OneMinusSrcAlpha
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@ -1,8 +1,9 @@
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Shader "Universal Render Pipeline/Spine/Skeleton Lit" {
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Shader "Universal Render Pipeline/Spine/Skeleton Lit" {
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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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[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
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[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
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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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@ -19,7 +20,7 @@
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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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ZWrite[_ZWrite]
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Blend One OneMinusSrcAlpha
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Stencil {
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@ -32,7 +33,7 @@
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Name "ForwardLit"
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Tags{"LightMode" = "UniversalForward"}
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ZWrite Off
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ZWrite[_ZWrite]
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Cull Off
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Blend One OneMinusSrcAlpha
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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 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.21",
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"version": "4.1.22",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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