[unity] Added support for Universal Render Pipeline (URP), including 2D Renderer (2D Lights) of Unity 2019.3 through an additional UPM package. Closes #1413.

This commit is contained in:
Harald Csaszar 2019-12-20 10:04:28 +01:00
parent c0699e23a0
commit d4b29c34c7
134 changed files with 17348 additions and 43 deletions

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@ -199,6 +199,21 @@
Outline rendering is fully supported on `SkeletonGraphic` shaders as well.
* Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization.
* All `Spine/SkeletonGraphic` shaders now provide a parameter `CanvasGroup Compatible` which can be enabled to support `CanvasGroup` alpha blending. For correct results, you should then disable `Pma Vertex Colors` in the `SkeletonGraphic` Inspector, in section `Advanced` (otherwise Slot alpha will be applied twice).
* **Now supporting Universal Render Pipeline (URP), including the 2D Renderer pipeline, through an additional UPM package.**
* **Installation:** You can download the Unity Package Manager (UPM) package via the [download page](http://esotericsoftware.com/spine-unity-download) or find it in the [spine-runtimes/spine-unity/Modules](https://github.com/EsotericSoftware/spine-runtimes/tree/3.8-beta/spine-unity/Modules) subdirectory on the git repository. You can then either unzip (copy if using git) the package to
* a) the `Packages` directory in your project where it will automatically be loaded, or
* b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
The Project panel should now show an entry `Spine Universal RP Shaders` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
* **Usage:** The package provides two shaders specifically built for the universal render pipeline:
* `Universal Render Pipeline/Spine/Skeleton`, as a universal variant of the `Spine/Skeleton` shader,
* `Universal Render Pipeline/Spine/Skeleton Lit`, as a universal variant of the `Spine/Skeleton Lit` shader,
* `Universal Render Pipeline/Spine/Sprite`, as a universal variant of the `Spine/Sprite/Vertex Lit` and `Pixel Lit` shaders, which were not functioning in the universal render pipeline,
* `Universal Render Pipeline/2D/Spine/Skeleton Lit`, as a universal 2D Renderer variant of the `Spine/Skeleton Lit` shader, and
* `Universal Render Pipeline/2D/Spine/Sprite`, as a universal 2D Renderer variant of the `Spine/Sprite/Vertex Lit` and `Pixel Lit` shaders.
The shaders can be assigned to materials as usual and will respect your settings of the assigned `UniversalRenderPipelineAsset` under `Project Settings - Graphics`.
* **Restrictions** As all Spine shaders, the URP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
* **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.urp-shaders-3.8/Examples/URP Shaders.unity` that demonstrates usage of the URP shaders.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

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@ -43,6 +43,8 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
static readonly string kShaderUnlitOutline = "Spine/Outline/Sprite/Unlit";
static readonly string kShaderLitLW = "Lightweight Render Pipeline/Spine/Sprite";
static readonly string kShaderLitURP = "Universal Render Pipeline/Spine/Sprite";
static readonly string kShaderLitURP2D = "Universal Render Pipeline/2D/Spine/Sprite";
static readonly int kSolidQueue = 2000;
static readonly int kAlphaTestQueue = 2450;
static readonly int kTransparentQueue = 3000;
@ -61,7 +63,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
VertexLit,
PixelLit,
Unlit,
LitLightweight
LitLightweight,
LitUniversal,
LitUniversal2D
};
private enum eCulling {
@ -78,6 +82,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
MaterialProperty _mainTexture = null;
MaterialProperty _color = null;
MaterialProperty _maskTexture = null;
MaterialProperty _pixelSnap = null;
@ -114,6 +119,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
MaterialProperty _smoothnessScale = null;
static GUIContent _albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
static GUIContent _maskText = new GUIContent("Light Mask", "Light mask texture (secondary Sprite texture)");
static GUIContent _altAlbedoText = new GUIContent("Secondary Albedo", "When a secondary albedo texture is set the albedo will be a blended mix of the two textures based on the blend value.");
static GUIContent _metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
static GUIContent _smoothnessText = new GUIContent("Smoothness", "Smoothness value");
@ -136,7 +142,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
new GUIContent("Vertex Lit"),
new GUIContent("Pixel Lit"),
new GUIContent("Unlit"),
new GUIContent("Lit Lightweight")
new GUIContent("Lit Lightweight"),
new GUIContent("Lit Universal"),
new GUIContent("Lit Universal2D")
};
static GUIContent _blendModeText = new GUIContent("Blend Mode", "Blend Mode");
static GUIContent[] _blendModeOptions = {
@ -188,7 +196,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
//If not originally a sprite shader set default keywords
if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit &&
oldShader.name != kShaderVertexLitOutline && oldShader.name != kShaderPixelLitOutline && oldShader.name != kShaderUnlitOutline &&
oldShader.name != kShaderLitLW) {
oldShader.name != kShaderLitLW &&
oldShader.name != kShaderLitURP &&
oldShader.name != kShaderLitURP2D) {
SetDefaultSpriteKeywords(material, newShader);
}
@ -203,6 +213,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
base.FindProperties(props);
_mainTexture = FindProperty("_MainTex", props);
_maskTexture = FindProperty("_MaskTex", props, false);
_color = FindProperty("_Color", props);
_pixelSnap = FindProperty("PixelSnap", props);
@ -350,6 +361,14 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
if (material.shader.name != kShaderLitLW)
_materialEditor.SetShader(Shader.Find(kShaderLitLW), false);
break;
case eLightMode.LitUniversal:
if (material.shader.name != kShaderLitURP)
_materialEditor.SetShader(Shader.Find(kShaderLitURP), false);
break;
case eLightMode.LitUniversal2D:
if (material.shader.name != kShaderLitURP2D)
_materialEditor.SetShader(Shader.Find(kShaderLitURP2D), false);
break;
}
}
@ -424,6 +443,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
if (_bumpMap != null)
_materialEditor.TexturePropertySingleLine(_normalMapText, _bumpMap, _bumpMap.textureValue != null ? _bumpScale : null);
if (_maskTexture != null)
_materialEditor.TexturePropertySingleLine(_maskText, _maskTexture);
if (_diffuseRamp != null)
_materialEditor.TexturePropertySingleLine(_diffuseRampText, _diffuseRamp);
@ -596,7 +618,8 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
_materialEditor.RangeProperty(_shadowAlphaCutoff, _shadowAlphaCutoffText.text);
dataChanged = EditorGUI.EndChangeCheck();
bool areMixedShaders = false;
bool hasReceiveShadowsParameter = IsLWRPShader(_materialEditor, out areMixedShaders);
bool hasReceiveShadowsParameter = IsLWRPShader(_materialEditor, out areMixedShaders) ||
IsURP3DShader(_materialEditor, out areMixedShaders);
if (hasReceiveShadowsParameter) {
bool forceDisableReceiveShadows = !_writeToDepth.hasMixedValue && _writeToDepth.floatValue == 0;
@ -624,7 +647,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
bool areMixedShaders = false;
bool isLWRPShader = IsLWRPShader(_materialEditor, out areMixedShaders);
bool hasSHParameter = areMixedShaders || !isLWRPShader;
bool isURP3DShader = IsURP3DShader(_materialEditor, out areMixedShaders);
bool isURP2DShader = IsURP2DShader(_materialEditor, out areMixedShaders);
bool hasSHParameter = !(isLWRPShader || isURP3DShader || isURP2DShader);
if (!hasSHParameter)
return false;
@ -644,6 +669,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
}
protected virtual bool RenderFogProperties () {
bool areMixedShaders = false;
bool isURP2DShader = IsURP2DShader(_materialEditor, out areMixedShaders);
if (isURP2DShader && !areMixedShaders)
return false;
EditorGUI.BeginChangeCheck();
bool mixedValue;
bool fog = IsKeywordEnabled(_materialEditor, "_FOG", out mixedValue);
@ -898,18 +930,30 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
}
static bool IsLWRPShader (MaterialEditor editor, out bool mixedValue) {
return IsShaderType(kShaderLitLW, editor, out mixedValue);
}
static bool IsURP3DShader (MaterialEditor editor, out bool mixedValue) {
return IsShaderType(kShaderLitURP, editor, out mixedValue);
}
static bool IsURP2DShader (MaterialEditor editor, out bool mixedValue) {
return IsShaderType(kShaderLitURP2D, editor, out mixedValue);
}
static bool IsShaderType (string shaderType, MaterialEditor editor, out bool mixedValue) {
mixedValue = false;
bool isAnyLWRPShader = false;
bool isAnyTargetTypeShader = false;
foreach (Material material in editor.targets) {
if (material.shader.name == kShaderLitLW) {
isAnyLWRPShader = true;
if (material.shader.name == shaderType) {
isAnyTargetTypeShader = true;
}
else if (isAnyLWRPShader) {
else if (isAnyTargetTypeShader) {
mixedValue = true;
}
}
return isAnyLWRPShader;
return isAnyTargetTypeShader;
}
static bool IsKeywordEnabled (MaterialEditor editor, string keyword, out bool mixedValue) {
@ -938,6 +982,12 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
else if (material.shader.name == kShaderLitLW) {
return eLightMode.LitLightweight;
}
else if (material.shader.name == kShaderLitURP) {
return eLightMode.LitUniversal;
}
else if (material.shader.name == kShaderLitURP2D) {
return eLightMode.LitUniversal2D;
}
else { // if (material.shader.name == kShaderVertexLit || kShaderVertexLitOutline)
return eLightMode.VertexLit;
}

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@ -204,7 +204,7 @@ namespace Spine.Unity.Editor {
if (MaterialChecks.IsTextureSetupProblematic(material, PlayerSettings.colorSpace,
texImporter. sRGBTexture, texImporter. mipmapEnabled, texImporter. alphaIsTransparency,
texturePath, materialPath, ref errorMessage)) {
Debug.LogWarning(errorMessage);
Debug.LogWarning(errorMessage, material);
}
return true;
}

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@ -2,7 +2,9 @@
#define SHADER_MATHS_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#else
#include "UnityCG.cginc"
#endif
@ -40,7 +42,7 @@ inline half pow5 (half x)
}
inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
{
{
float4 qr;
float half_angle = (angleRadians * 0.5);
qr.x = axis.x * sin(half_angle);
@ -51,7 +53,7 @@ inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
}
inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
{
{
float4 q = quat_from_axis_angle(axis, angleRadians);
float3 v = position.xyz;
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
@ -71,4 +73,4 @@ float DecodeFloatRGB(float3 decomp)
return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) );
}
#endif // SHADER_MATHS_INCLUDED
#endif // SHADER_MATHS_INCLUDED

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@ -6,7 +6,9 @@
#define SHADER_SHARED_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#else
#include "UnityCG.cginc"
#endif
@ -42,7 +44,7 @@ inline float4 calculateWorldPos(float4 vertex)
return mul(unity_ObjectToWorld, vertex);
}
#if defined(USE_LWRP)
#if defined(USE_LWRP) || defined(USE_URP)
// snaps post-transformed position to screen pixels
inline float4 UnityPixelSnap(float4 pos)
{
@ -61,13 +63,13 @@ inline float4 UnityPixelSnap(float4 pos)
inline float4 calculateLocalPos(float4 vertex)
{
#if !defined(USE_LWRP)
#if !defined(USE_LWRP) && !defined(USE_URP)
#ifdef UNITY_INSTANCING_ENABLED
vertex.xy *= _Flip.xy;
#endif
#endif
#if defined(USE_LWRP)
#if defined(USE_LWRP) || defined(USE_URP)
float4 pos = TransformObjectToHClip(vertex.xyz);
#else
float4 pos = UnityObjectToClipPos(vertex);
@ -82,7 +84,7 @@ inline float4 calculateLocalPos(float4 vertex)
inline half3 calculateWorldNormal(float3 normal)
{
#if defined(USE_LWRP)
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldNormal(normal);
#else
return UnityObjectToWorldNormal(normal);
@ -106,7 +108,7 @@ half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
half3 normal;
normal.xy = (packednormal.wy * 2 - 1);
// Note: we allow scaled normals in LWRP since we might be using fewer instructions.
#if (SHADER_TARGET >= 30) || defined(USE_LWRP)
#if (SHADER_TARGET >= 30) || defined(USE_LWRP) || defined(USE_URP)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
@ -114,12 +116,12 @@ half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
}
inline half3 calculateWorldTangent(float4 tangent)
{
#if defined(USE_LWRP)
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldDir(tangent.xyz);
#else
return UnityObjectToWorldDir(tangent);
@ -171,7 +173,7 @@ inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed4 color) : SV_Tar
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
finalPixel.rgb *= finalPixel.a;
#else
#else
//Opaque
finalPixel.a = 1;
#endif
@ -194,7 +196,7 @@ inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
@ -208,14 +210,14 @@ inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
@ -225,7 +227,7 @@ inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : S
finalPixel.rgb = texureColor.rgb * lighting;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
@ -245,7 +247,7 @@ inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
#if defined(_ALPHA_CLIP)
uniform fixed _Cutoff;
@ -286,7 +288,7 @@ float3 rgb2hsv(float3 c)
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
float3 hsv2rgb(float3 c)
{
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
@ -297,13 +299,13 @@ float3 hsv2rgb(float3 c)
inline fixed4 adjustColor(fixed4 color)
{
float3 hsv = rgb2hsv(color.rgb);
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.z *= _Brightness;
color.rgb = hsv2rgb(hsv);
return color;
}
@ -323,7 +325,7 @@ inline fixed4 adjustColor(fixed4 color)
#if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
{
#if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//In additive mode blend from clear to black based on luminance
@ -344,22 +346,22 @@ inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
//In opaque mode just return fog color;
fixed4 fogColor = unity_FogColor;
#endif
#if defined(USE_LWRP)
#if defined(USE_LWRP) || defined(USE_URP)
pixel.rgb = MixFogColor(pixel.rgb, fogColor.rgb, fogCoordOrFactorAtLWRP);
#else
UNITY_APPLY_FOG_COLOR(fogCoordOrFactorAtLWRP, pixel, fogColor);
#endif
return pixel;
}
#define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
#define APPLY_FOG_LWRP(pixel, fogFactor) pixel = applyFog(pixel, fogFactor);
#define APPLY_FOG_ADDITIVE(pixel, input) \
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
#else
#define APPLY_FOG(pixel, input)
@ -392,7 +394,7 @@ inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
inline fixed4 calculateTexturePixel(float2 texcoord)
{
fixed4 pixel;
#if _TEXTURE_BLEND
pixel = calculateBlendedTexturePixel(texcoord);
#else
@ -418,4 +420,4 @@ inline float2 calculateTextureCoord(float4 texcoord)
return TRANSFORM_TEX(texcoord, _MainTex);
}
#endif // SHADER_SHARED_INCLUDED
#endif // SHADER_SHARED_INCLUDED

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- _DstBlend: 10
- _EmissionPower: 2
- _EnableExternalAlpha: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _Hue: 0
- _Metallic: 0
- _RenderQueue: 0
- _RimPower: 2
- _Saturation: 1
- _ShadowAlphaCutoff: 0.1
- _SrcBlend: 1
- _StencilComp: 8
- _StencilRef: 1
- _StraightAlphaInput: 0
- _ZWrite: 0
m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 0}
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- _OverlayColor: {r: 0.18118013, g: 1, b: 0.033018887, a: 0}
- _RimColor: {r: 1, g: 1, b: 1, a: 1}

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# Spine Runtimes License Agreement
Last updated May 1, 2019. Replaces all prior versions.
Copyright (c) 2013-2019, Esoteric Software LLC
Integration of the Spine Runtimes into software or otherwise creating
derivative works of the Spine Runtimes is permitted under the terms and
conditions of Section 2 of the Spine Editor License Agreement:
http://esotericsoftware.com/spine-editor-license
Otherwise, it is permitted to integrate the Spine Runtimes into software
or otherwise create derivative works of the Spine Runtimes (collectively,
"Products"), provided that each user of the Products must obtain their own
Spine Editor license and redistribution of the Products in any form must
include this license and copyright notice.
THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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#ifndef SPRITE_NORMALS_PASS_URP_INCLUDED
#define SPRITE_NORMALS_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "../Include/SpineCoreShaders/ShaderShared.cginc"
#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
float3 normalWS : TEXCOORD1;
float3 tangentWS : TEXCOORD2;
float3 bitangentWS : TEXCOORD3;
};
SAMPLER(sampler_BumpMap);
float4 _BumpMap_ST;
Varyings NormalsRenderingVertex(VertexInput attributes)
{
Varyings o = (Varyings)0;
o.positionCS = calculateLocalPos(attributes.vertex);
o.uv = attributes.texcoord.xy;
o.color = attributes.color;
o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
float3 positionWS = TransformObjectToWorld(attributes.vertex.xyz);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
half3 normalWS = calculateSpriteWorldNormal(attributes, -backFaceSign);
o.normalWS.xyz = normalWS;
#if defined(_NORMALMAP)
o.tangentWS.xyz = calculateWorldTangent(attributes.tangent);
o.bitangentWS.xyz = calculateSpriteWorldBinormal(attributes, o.normalWS.xyz, o.tangentWS.xyz, backFaceSign);
#endif
return o;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
half4 NormalsRenderingFragment(Varyings i) : SV_Target
{
half4 mainTex = i.color * tex2D(_MainTex, i.uv);
#if defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(i.uv.xy, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
#else
half3 normalWS = i.normalWS.xyz;
#endif
half3 normalVS = TransformWorldToViewDir(normalWS);
float4 normalColor;
normalColor.rgb = 0.5 * ((normalVS) + 1);
normalColor.a = mainTex.a;
return normalColor;
}
#endif

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#ifndef SPRITE_STANDARD_PASS_URP_INCLUDED
#define SPRITE_STANDARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "../Include/SpineCoreShaders/ShaderShared.cginc"
#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
TEXTURE2D(_MaskTex);
SAMPLER(sampler_MaskTex);
struct VertexOutputSpriteURP2D
{
float4 pos : SV_POSITION;
fixed4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;
float2 lightingUV : TEXCOORD1;
half3 viewDirectionWS : TEXCOORD2;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
#if defined(_RIM_LIGHTING)
float4 positionWS : TEXCOORD8;
#endif
};
VertexOutputSpriteURP2D CombinedShapeLightVertex(VertexInput input)
{
VertexOutputSpriteURP2D output = (VertexOutputSpriteURP2D)0;
UNITY_SETUP_INSTANCE_ID(input);
output.pos = calculateLocalPos(input.vertex);
float4 clipVertex = output.pos / output.pos.w;
output.lightingUV = ComputeScreenPos(clipVertex).xy;
output.vertexColor = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
#if defined(_RIM_LIGHTING)
output.positionWS = float4(positionWS, 1);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_RIM_LIGHTING)
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif
#endif
return output;
}
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
ALPHA_CLIP(texureColor, input.vertexColor)
texureColor *= input.vertexColor;
half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, input.texcoord.xy);
half4 pixel = CombinedShapeLightShared(texureColor, mask, input.lightingUV);
#if defined(_RIM_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif
pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
#endif
APPLY_EMISSION(pixel.rgb, input.texcoord)
COLORISE(pixel)
return pixel;
}
#endif

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