diff --git a/CHANGELOG.md b/CHANGELOG.md index edc6778a1..1d1c510c7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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`. diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs index 3bfb07bcf..801587896 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs @@ -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; } diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs index b6a40dd0e..a9ad1a6fc 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs @@ -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; } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc index 4b3f7cd6b..1ae731eae 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc @@ -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 \ No newline at end of file +#endif // SHADER_MATHS_INCLUDED diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc index d404010b4..c8918952e 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc @@ -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 \ No newline at end of file +#endif // SHADER_SHARED_INCLUDED diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples.meta new file mode 100644 index 000000000..0b73bbbd7 --- 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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. \ No newline at end of file diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md.meta new file mode 100644 index 000000000..83a0b0ca4 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 02268a9ef61d71447823227a171b8486 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders.meta new file mode 100644 index 000000000..589a36306 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 83c36606fa1072b4195e16df9d6350bd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D.meta new file mode 100644 index 000000000..0631748c7 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 62005423324a854469aaec615a0aaa74 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include.meta new file mode 100644 index 000000000..c20798a04 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a693acdf2b15846428ba98907cda56ce +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl new file mode 100644 index 000000000..0bdd83882 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl @@ -0,0 +1,66 @@ +#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 diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl.meta new file mode 100644 index 000000000..fa3c2b1fe --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9057c6890fc765846aa6561463305af9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl new file mode 100644 index 000000000..8a00a3d2f --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl @@ -0,0 +1,112 @@ +#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 diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl.meta new file mode 100644 index 000000000..49bbec9cc --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9f1eb74802463764986790ef549c5bbe +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader new file mode 100644 index 000000000..472e992cb --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader @@ -0,0 +1,228 @@ +Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" { + Properties { + [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} + [NoScaleOffset] _MaskTex("Mask", 2D) = "white" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default + } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + ENDHLSL + + SubShader { + // UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. + Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } + Cull Off + ZWrite Off + + Stencil { + Ref[_StencilRef] + Comp[_StencilComp] + Pass Keep + } + + Pass { + Tags { "LightMode" = "Universal2D" } + + ZWrite Off + Cull Off + Blend One OneMinusSrcAlpha + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ + + struct Attributes { + float3 positionOS : POSITION; + half4 color : COLOR; + float2 uv : TEXCOORD0; + }; + + struct Varyings { + float4 positionCS : SV_POSITION; + half4 color : COLOR0; + float2 uv : TEXCOORD0; + float2 lightingUV : TEXCOORD1; + }; + + // Spine related keywords + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma vertex CombinedShapeLightVertex + #pragma fragment CombinedShapeLightFragment + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + TEXTURE2D(_MaskTex); + SAMPLER(sampler_MaskTex); + + #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 + + Varyings CombinedShapeLightVertex(Attributes v) + { + Varyings o = (Varyings)0; + + o.positionCS = TransformObjectToHClip(v.positionOS); + o.uv = v.uv; + float4 clipVertex = o.positionCS / o.positionCS.w; + o.lightingUV = ComputeScreenPos(clipVertex).xy; + o.color = v.color; + return o; + } + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" + + half4 CombinedShapeLightFragment(Varyings i) : SV_Target + { + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); + + half4 main; + #if defined(_STRAIGHT_ALPHA_INPUT) + main.rgb = tex.rgb * i.color.rgb * tex.a; + #else + main.rgb = tex.rgb * i.color.rgb; + #endif + main.a = tex.a * i.color.a; + + half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); + return CombinedShapeLightShared(main, mask, i.lightingUV); + } + + ENDHLSL + } + + Pass + { + Tags { "LightMode" = "NormalsRendering"} + + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma vertex NormalsRenderingVertex + #pragma fragment NormalsRenderingFragment + + struct Attributes + { + float3 positionOS : POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + float3 normalVS : TEXCOORD1; + }; + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + + Varyings NormalsRenderingVertex(Attributes attributes) + { + Varyings o = (Varyings)0; + + o.positionCS = TransformObjectToHClip(attributes.positionOS); + o.uv = attributes.uv; + o.color = attributes.color; + float3 normalWS = TransformObjectToWorldDir(float3(0, 0, -1)); + o.normalVS = TransformWorldToViewDir(normalWS); + return o; + } + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" + + float4 NormalsRenderingFragment(Varyings i) : SV_Target + { + float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); + + float4 normalColor; + normalColor.rgb = 0.5 * ((i.normalVS)+1); + normalColor.a = mainTex.a; + return normalColor; + } + ENDHLSL + } + + Pass + { + Name "Unlit" + Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} + + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma vertex UnlitVertex + #pragma fragment UnlitFragment + + struct Attributes + { + float3 positionOS : POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float4 color : COLOR; + float2 uv : TEXCOORD0; + }; + + TEXTURE2D(_MainTex); + SAMPLER(sampler_MainTex); + float4 _MainTex_ST; + + Varyings UnlitVertex(Attributes attributes) + { + Varyings o = (Varyings)0; + + o.positionCS = TransformObjectToHClip(attributes.positionOS); + o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); + o.uv = attributes.uv; + o.color = attributes.color; + return o; + } + + float4 UnlitFragment(Varyings i) : SV_Target + { + half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv); + half4 main; + #if defined(_STRAIGHT_ALPHA_INPUT) + main.rgb = tex.rgb * i.color.rgb * tex.a; + #else + main.rgb = tex.rgb * i.color.rgb; + #endif + main.a = tex.a * i.color.a; + + return main; + } + ENDHLSL + } + } + FallBack "Universal Render Pipeline/2D/Sprite-Lit-Default" +} diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader.meta new file mode 100644 index 000000000..22b8bb996 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-SkeletonLit-URP-2D.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7549820bdb4e84b4bb099fb30af6e6b4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader new file mode 100644 index 000000000..9896911ed --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader @@ -0,0 +1,149 @@ +Shader "Universal Render Pipeline/2D/Spine/Sprite" +{ + Properties + { + _MainTex("Main Texture", 2D) = "white" {} + _MaskTex("Mask", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 + [PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {} + [PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0 + + _EmissionColor("Color", Color) = (0,0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + _EmissionPower("Emission Power", Float) = 2.0 + + _FixedNormal("Fixed Normal", Vector) = (0,0,1,1) + _ZWrite("Depth Write", Float) = 0.0 + _Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0 + _ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1 + _CustomRenderQueue("Custom Render Queue", Float) = 0.0 + + _OverlayColor("Overlay Color", Color) = (0,0,0,0) + _Hue("Hue", Range(-0.5,0.5)) = 0.0 + _Saturation("Saturation", Range(0,2)) = 1.0 + _Brightness("Brightness", Range(0,2)) = 1.0 + + _RimPower("Rim Power", Float) = 2.0 + _RimColor("Rim Color", Color) = (1,1,1,1) + + _BlendTex("Blend Texture", 2D) = "white" {} + _BlendAmount("Blend", Range(0,1)) = 0.0 + + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _RenderQueue("__queue", Float) = 0.0 + [HideInInspector] _Cull("__cull", Float) = 0.0 + [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default + } + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + ENDHLSL + + SubShader + { + // UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. + Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" } + + Stencil { + Ref[_StencilRef] + Comp[_StencilComp] + Pass Keep + } + + Pass + { + Tags { "LightMode" = "Universal2D" } + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ + #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 + #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ALPHA_CLIP + #pragma shader_feature _EMISSION + #pragma shader_feature _COLOR_ADJUST + #pragma shader_feature _RIM_LIGHTING + #pragma shader_feature _TEXTURE_BLEND + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + //-------------------------------------- + // Spine related keywords + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma vertex CombinedShapeLightVertex + #pragma fragment CombinedShapeLightFragment + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + + #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" + + #include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl" + ENDHLSL + } + + Pass + { + Tags { "LightMode" = "NormalsRendering"} + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma vertex NormalsRenderingVertex + #pragma fragment NormalsRenderingFragment + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ALPHA_CLIP + + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + + #include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl" + + ENDHLSL + } + + UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT" + } + + FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit" + CustomEditor "SpineSpriteShaderGUI" +} diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader.meta new file mode 100644 index 000000000..9c42ddebc --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Spine-Sprite-URP-2D.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a79d0a36ad5ba0542946e3c3317e2aa4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include.meta new file mode 100644 index 000000000..2a5157217 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0db93304f212781439f0267455d4a121 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl new file mode 100644 index 000000000..43b6bdbf1 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl @@ -0,0 +1,37 @@ +#ifndef COMMON_SHADOW_CASTER_PASS_URP_INCLUDED +#define COMMON_SHADOW_CASTER_PASS_URP_INCLUDED + +#include "SpineCoreShaders/ShaderShared.cginc" + +struct AttributesSpine +{ + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 vertexColor : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VaryingsSpine +{ + float4 positionCS : SV_POSITION; + float4 texcoordAndAlpha: TEXCOORD0; +}; + +float4 GetShadowPositionHClip(AttributesSpine input) +{ + float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); + float3 normalWS = TransformObjectToWorldNormal(input.normalOS); + + float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); + +#if UNITY_REVERSED_Z + positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); +#else + positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); +#endif + + return positionCS; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl.meta new file mode 100644 index 000000000..e011b78b8 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-ShadowCasterPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 53d9e6b22286c5640b000735f5a4f2ee +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl new file mode 100644 index 000000000..34e7af782 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl @@ -0,0 +1,42 @@ +#ifndef SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED +#define SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "SpineCoreShaders/ShaderShared.cginc" + +struct AttributesSprite +{ + float4 positionOS : POSITION; + float4 vertexColor : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VaryingsSprite +{ + float4 positionCS : SV_POSITION; + float4 texcoordAndAlpha: TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +VaryingsSprite DepthOnlyVertexSprite(AttributesSprite input) +{ + VaryingsSprite output = (VaryingsSprite)0; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); + output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a; + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + return output; +} + +half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET +{ + fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy); + clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff); + return 0; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl.meta new file mode 100644 index 000000000..6a0b68912 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-DepthOnlyPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 692e50ad8dd7bb44cb6f6f7473b62ac8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl new file mode 100644 index 000000000..fdebde129 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl @@ -0,0 +1,48 @@ +#ifndef URP_LIT_INPUT_INCLUDED +#define URP_LIT_INPUT_INCLUDED + +//////////////////////////////////////// +// Defines +// +#undef LIGHTMAP_ON + +#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP) +#define SPECULAR +#endif + +//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular +#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR) +#define PER_PIXEL_LIGHTING +#endif + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" +#include "SpineCoreShaders/ShaderShared.cginc" + +#if defined(SPECULAR) + +CBUFFER_START(UnityPerMaterial) +half _Metallic; +half _Glossiness; +half _GlossMapScale; +CBUFFER_END + +sampler2D _MetallicGlossMap; + +inline half2 getMetallicGloss(float2 uv) +{ + half2 mg; + +#ifdef _SPECULAR_GLOSSMAP + mg = tex2D(_MetallicGlossMap, uv).ra; + mg.g *= _GlossMapScale; +#else + mg.r = _Metallic; + mg.g = _Glossiness; +#endif + + return mg; +} +#endif + +#endif // URP_LIT_INPUT_INCLUDED diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl.meta new file mode 100644 index 000000000..0b543c2f4 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 04433ebe597dd6d48ad3306ae3eeca2e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl new file mode 100644 index 000000000..bb04f3341 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl @@ -0,0 +1,43 @@ +#ifndef SKELETON_FORWARD_PASS_URP_INCLUDED +#define SKELETON_FORWARD_PASS_URP_INCLUDED + +struct appdata { + float3 pos : POSITION; + half4 color : COLOR; + float2 uv0 : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VertexOutput { + half4 color : COLOR0; + float2 uv0 : TEXCOORD0; + float4 pos : SV_POSITION; + UNITY_VERTEX_OUTPUT_STEREO +}; + +VertexOutput vert(appdata v) { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + float3 positionWS = TransformObjectToWorld(v.pos); + o.pos = TransformWorldToHClip(positionWS); + o.uv0 = v.uv0; + o.color = v.color; + return o; +} + +sampler2D _MainTex; + +half4 frag(VertexOutput i) : SV_Target{ + float4 texColor = tex2D(_MainTex, i.uv0); + + #if defined(_STRAIGHT_ALPHA_INPUT) + texColor.rgb *= texColor.a; + #endif + + return (texColor * i.color); +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl.meta new file mode 100644 index 000000000..7fb19fc7e --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 66d99756a2edf0e4d8761712cb85e9f1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl new file mode 100644 index 000000000..f0fa20e1b --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl @@ -0,0 +1,76 @@ +#ifndef SKELETONLIT_FORWARD_PASS_URP_INCLUDED +#define SKELETONLIT_FORWARD_PASS_URP_INCLUDED + +struct appdata { + float3 pos : POSITION; + float3 normal : NORMAL; + half4 color : COLOR; + float2 uv0 : TEXCOORD0; + + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VertexOutput { + half4 color : COLOR0; + float2 uv0 : TEXCOORD0; + float4 pos : SV_POSITION; + UNITY_VERTEX_OUTPUT_STEREO +}; + +half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) { + Light mainLight = GetMainLight(); + + half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation); + half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS); + + // Note: we don't add any lighting in the fragment shader, thus we include both variants below +#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX) + for (int i = 0; i < GetAdditionalLightsCount(); ++i) + { + Light light = GetAdditionalLight(i, positionWS); + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS); + } +#endif + return diffuseLightColor; +} + +VertexOutput vert(appdata v) { + VertexOutput o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + half4 color = v.color; + float3 positionWS = TransformObjectToWorld(v.pos); + half3 fixedNormal = half3(0, 0, -1); + half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal)); + color.rgb = LightweightLightVertexSimplified(positionWS, normalWS); + + // Note: ambient light is also handled via SH. + half3 vertexSH; + OUTPUT_SH(normalWS.xyz, vertexSH); + color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS); + + o.color = color; + o.uv0 = v.uv0; + o.pos = TransformWorldToHClip(positionWS); + return o; +} + +sampler2D _MainTex; + +half4 frag(VertexOutput i) : SV_Target{ + half4 tex = tex2D(_MainTex, i.uv0); + half4 col; + + #if defined(_STRAIGHT_ALPHA_INPUT) + col.rgb = tex.rgb * i.color.rgb * tex.a; + #else + col.rgb = tex.rgb * i.color.rgb; + #endif + + col.a = tex.a * i.color.a; + return col; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl.meta new file mode 100644 index 000000000..6f4a73d6a --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 259a1da3d69e3904e92a582735352359 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl new file mode 100644 index 000000000..f3feb908a --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl @@ -0,0 +1,24 @@ +#ifndef SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED +#define SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED + +#include "Spine-Common-ShadowCasterPass-URP.hlsl" + +VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input) +{ + VaryingsSpine output; + UNITY_SETUP_INSTANCE_ID(input); + + output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); + output.positionCS = GetShadowPositionHClip(input); + output.texcoordAndAlpha.a = input.vertexColor.a; + return output; +} + +half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET +{ + fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy); + clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff); + return 0; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl.meta new file mode 100644 index 000000000..3e83d0fde --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 80e9a34d66b713544a0a47bcf9ec53fe +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl new file mode 100644 index 000000000..1be33a8d1 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl @@ -0,0 +1,267 @@ +#ifndef VERTEX_LIT_FORWARD_PASS_URP_INCLUDED +#define VERTEX_LIT_FORWARD_PASS_URP_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + +#include "SpineCoreShaders/SpriteLighting.cginc" + +//////////////////////////////////////// +// Vertex output struct +// +struct VertexOutputLWRP +{ + float4 pos : SV_POSITION; + fixed4 vertexColor : COLOR; + float3 texcoord : TEXCOORD0; + + half4 fogFactorAndVertexLight : TEXCOORD1; + half3 viewDirectionWS : TEXCOORD2; + + DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 3); + +#if defined(_NORMALMAP) + half4 normalWorld : TEXCOORD4; + half4 tangentWorld : TEXCOORD5; + half4 binormalWorld : TEXCOORD6; +#else + half3 normalWorld : TEXCOORD4; +#endif +#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) + float4 shadowCoord : TEXCOORD7; +#endif +#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) + float4 positionWS : TEXCOORD8; +#endif + UNITY_VERTEX_OUTPUT_STEREO +}; + +/////////////////////////////////////////////////////////////////////////////// +// Vertex and Fragment functions // +/////////////////////////////////////////////////////////////////////////////// +half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) { +#ifdef _MAIN_LIGHT_VERTEX + Light mainLight = GetMainLight(); + half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation); + half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS); +#else + half3 diffuseLightColor = half3(0, 0, 0); +#endif + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + int pixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < pixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, positionWS); + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS); + } +#endif // _ADDITIONAL_LIGHTS_VERTEX + return diffuseLightColor; +} + +#ifdef _DIFFUSE_RAMP +half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir, half3 normal) +{ + half angleDot = max(0, dot(lightDir, normal)); + return calculateRampedDiffuse(lightColor, attenuation, angleDot); +} +#endif + +#if defined(SPECULAR) + +half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular, + half smoothness, half3 emission, half4 vertexColor) +{ + half4 albedo = texAlbedoAlpha * vertexColor; + + BRDFData brdfData; + half ignoredAlpha = 1; // ignore alpha, otherwise + InitializeBRDFData(albedo.rgb, metallic, specular, smoothness, ignoredAlpha, brdfData); + brdfData.specular *= albedo.a; + +#ifndef _MAIN_LIGHT_VERTEX +#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) + Light mainLight = GetMainLight(inputData.shadowCoord); +#else + Light mainLight = GetMainLight(); +#endif + + half3 finalColor = inputData.bakedGI; + finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS); +#else // _MAIN_LIGHT_VERTEX + half3 finalColor = inputData.bakedGI; +#endif // _MAIN_LIGHT_VERTEX + +#ifdef _ADDITIONAL_LIGHTS + int pixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < pixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + finalColor += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS); + } +#endif + +#ifdef _ADDITIONAL_LIGHTS_VERTEX + finalColor += inputData.vertexLighting * brdfData.diffuse; +#endif + finalColor += emission; + return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor); +} + +#else // !SPECULAR + +half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor) +{ + half4 diffuse = texDiffuseAlpha * vertexColor; + +#ifndef _MAIN_LIGHT_VERTEX +#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) + Light mainLight = GetMainLight(inputData.shadowCoord); +#else + Light mainLight = GetMainLight(); +#endif + half3 diffuseLighting = inputData.bakedGI; + + half3 attenuation = mainLight.distanceAttenuation * mainLight.shadowAttenuation; + half3 attenuatedLightColor = mainLight.color * attenuation; +#ifndef _DIFFUSE_RAMP + diffuseLighting += LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS); +#else + diffuseLighting += LightingLambertRamped(mainLight.color, attenuation, mainLight.direction, inputData.normalWS); +#endif +#else // _MAIN_LIGHT_VERTEX + half3 diffuseLighting = inputData.bakedGI; +#endif // _MAIN_LIGHT_VERTEX + +#ifdef _ADDITIONAL_LIGHTS + int pixelLightCount = GetAdditionalLightsCount(); + for (int i = 0; i < pixelLightCount; ++i) + { + Light light = GetAdditionalLight(i, inputData.positionWS); + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + diffuseLighting += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS); + } +#endif +#ifdef _ADDITIONAL_LIGHTS_VERTEX + diffuseLighting += inputData.vertexLighting; +#endif + diffuseLighting += emission; + //half3 finalColor = diffuseLighting * diffuse + emission; + half3 finalColor = diffuseLighting * diffuse.rgb; + return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor); +} +#endif // SPECULAR + +VertexOutputLWRP ForwardPassVertexSprite(VertexInput input) +{ + VertexOutputLWRP output = (VertexOutputLWRP)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.pos = calculateLocalPos(input.vertex); + 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(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; + +#if defined(_NORMALMAP) + output.tangentWorld.xyz = calculateWorldTangent(input.tangent); + output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign); +#endif + +#else // !PER_PIXEL_LIGHTING + half3 fixedNormal = half3(0, 0, -1); + half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal)); + +#endif // !PER_PIXEL_LIGHTING + output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS); + +#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) + VertexPositionInputs vertexInput; + vertexInput.positionWS = positionWS; + vertexInput.positionCS = output.pos; + output.shadowCoord = GetShadowCoord(vertexInput); +#endif + +#if defined(_FOG) + half fogFactor = ComputeFogFactor(output.pos.z); + output.fogFactorAndVertexLight.x = fogFactor; +#endif + + OUTPUT_SH(normalWS.xyz, output.vertexSH); + return output; +} + +half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target +{ + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + fixed4 texureColor = calculateTexturePixel(input.texcoord.xy); + ALPHA_CLIP(texureColor, input.vertexColor) + + // fill out InputData struct + InputData inputData; +#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) + inputData.shadowCoord = input.shadowCoord; +#endif + + inputData.viewDirectionWS = input.viewDirectionWS; + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + +#if defined(PER_PIXEL_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 +#else // !PER_PIXEL_LIGHTING + half3 fixedNormal = half3(0, 0, -1); + half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal)); +#endif // !PER_PIXEL_LIGHTING + + inputData.normalWS = normalWS; + inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); +#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) + inputData.positionWS = input.positionWS.rgb; +#endif + +#if defined(SPECULAR) + half2 metallicGloss = getMetallicGloss(input.texcoord.xy); + half metallic = metallicGloss.x; + half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m. + + half3 specular = half3(0, 0, 0); + half4 emission = half4(0, 0, 0, 1); + APPLY_EMISSION_SPECULAR(emission, input.texcoord.xy) + half4 pixel = LightweightFragmentPBRSimplified(inputData, texureColor, metallic, specular, smoothness, emission.rgb, input.vertexColor); +#else + half3 emission = half3(0, 0, 0); + APPLY_EMISSION(emission, input.texcoord.xy) + half4 pixel = LightweightFragmentBlinnPhongSimplified(inputData, texureColor, emission, input.vertexColor); +#endif + +#if defined(_RIM_LIGHTING) + pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel); +#endif + + COLORISE(pixel) + APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x) + return pixel; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl.meta new file mode 100644 index 000000000..7eee00493 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf623d0aff5fa5a46a8ab141746282e8 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl new file mode 100644 index 000000000..ab7a6cbf0 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl @@ -0,0 +1,27 @@ +#ifndef SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED +#define SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED + +#include "Spine-Common-ShadowCasterPass-URP.hlsl" + +uniform fixed _ShadowAlphaCutoff; + +VaryingsSpine ShadowPassVertexSprite(AttributesSpine input) +{ + VaryingsSpine output; + UNITY_SETUP_INSTANCE_ID(input); + + output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); + output.positionCS = GetShadowPositionHClip(input); + output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a; + return output; +} + +half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET +{ + fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy); + clip(texureColor.a * input.texcoordAndAlpha.a - _ShadowAlphaCutoff); + + return 0; +} + +#endif diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl.meta new file mode 100644 index 000000000..cc4d16539 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eb352cfad402b384bb31649b44fa2cf3 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders.meta new file mode 100644 index 000000000..ce6e68ab6 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 543e1e9f1b6cdaf40a010bc06130716c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc new file mode 100644 index 000000000..521692bcd --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc @@ -0,0 +1,2 @@ +// Adapt this path accordingly if you have unpacked the Spine directory to another location. +#include "Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc" \ No newline at end of file diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc.meta new file mode 100644 index 000000000..89bebad81 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5c831ab76c424d9429cdff3bc8fbb856 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc new file mode 100644 index 000000000..addf71be1 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc @@ -0,0 +1,2 @@ +// Adapt this path accordingly if you have unpacked the Spine directory to another location. +#include "Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteLighting.cginc" \ No newline at end of file diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc.meta new file mode 100644 index 000000000..9ad27f48d --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 63fe0a6c5f377d9448f7ee7ad96e6a8f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader new file mode 100644 index 000000000..20677a848 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader @@ -0,0 +1,152 @@ +Shader "Universal Render Pipeline/Spine/Skeleton" { + Properties { + _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1 + [NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default + } + + SubShader { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. + Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + LOD 100 + Cull Off + ZWrite Off + Blend One OneMinusSrcAlpha + + Stencil { + Ref[_StencilRef] + Comp[_StencilComp] + Pass Keep + } + + Pass { + Name "Forward" + Tags{"LightMode" = "UniversalForward"} + + ZWrite Off + Cull Off + Blend One OneMinusSrcAlpha + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fog + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + //-------------------------------------- + // Spine related keywords + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma vertex vert + #pragma fragment frag + + #undef LIGHTMAP_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Skeleton-ForwardPass-URP.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{"LightMode" = "ShadowCaster"} + + ZWrite On + ZTest LEqual + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + #pragma vertex ShadowPassVertexSkeletonLit + #pragma fragment ShadowPassFragmentSkeletonLit + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{"LightMode" = "DepthOnly"} + + ZWrite On + ColorMask 0 + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex DepthOnlyVertexSprite + #pragma fragment DepthOnlyFragmentSprite + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-DepthOnlyPass-URP.hlsl" + ENDHLSL + } + } + + FallBack "Hidden/InternalErrorShader" +} diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader.meta new file mode 100644 index 000000000..5311d75d5 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Skeleton-URP.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b2f45941d9f4fe9479ce1aebb9d63fbf +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader new file mode 100644 index 000000000..166c8d2b5 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader @@ -0,0 +1,154 @@ +Shader "Universal Render Pipeline/Spine/Skeleton Lit" { + Properties { + _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 + [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} + [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 + [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default + } + + SubShader { + // Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings + // this Subshader will fail. + Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + LOD 100 + Cull Off + ZWrite Off + Blend One OneMinusSrcAlpha + + Stencil { + Ref[_StencilRef] + Comp[_StencilComp] + Pass Keep + } + + Pass { + Name "ForwardLit" + Tags{"LightMode" = "UniversalForward"} + + ZWrite Off + Cull Off + Blend One OneMinusSrcAlpha + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + // ------------------------------------- + // Lightweight Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fog + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + //-------------------------------------- + // Spine related keywords + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma vertex vert + #pragma fragment frag + + #undef LIGHTMAP_ON + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-SkeletonLit-ForwardPass-URP.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{"LightMode" = "ShadowCaster"} + + ZWrite On + ZTest LEqual + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + #pragma vertex ShadowPassVertexSkeletonLit + #pragma fragment ShadowPassFragmentSkeletonLit + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{"LightMode" = "DepthOnly"} + + ZWrite On + ColorMask 0 + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex DepthOnlyVertexSprite + #pragma fragment DepthOnlyFragmentSprite + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-DepthOnlyPass-URP.hlsl" + ENDHLSL + } + } + + FallBack "Hidden/InternalErrorShader" +} diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader.meta new file mode 100644 index 000000000..bcb71052b --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b77e51f117177954ea863bdb422344fb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader new file mode 100644 index 000000000..61fa6ac55 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader @@ -0,0 +1,220 @@ +Shader "Universal Render Pipeline/Spine/Sprite" +{ + Properties + { + _MainTex("Main Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + + _BumpScale("Scale", Float) = 1.0 + _BumpMap("Normal Map", 2D) = "bump" {} + + [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 + [PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {} + [PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0 + + _EmissionColor("Color", Color) = (0,0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + _EmissionPower("Emission Power", Float) = 2.0 + + _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 + _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 + [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _MetallicGlossMap("Metallic", 2D) = "white" {} + + _DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {} + + _FixedNormal("Fixed Normal", Vector) = (0,0,1,1) + _ZWrite("Depth Write", Float) = 0.0 + _Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0 + _ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1 + _CustomRenderQueue("Custom Render Queue", Float) = 0.0 + + _OverlayColor("Overlay Color", Color) = (0,0,0,0) + _Hue("Hue", Range(-0.5,0.5)) = 0.0 + _Saturation("Saturation", Range(0,2)) = 1.0 + _Brightness("Brightness", Range(0,2)) = 1.0 + + _RimPower("Rim Power", Float) = 2.0 + _RimColor("Rim Color", Color) = (1,1,1,1) + + _BlendTex("Blend Texture", 2D) = "white" {} + _BlendAmount("Blend", Range(0,1)) = 0.0 + + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _RenderQueue("__queue", Float) = 0.0 + [HideInInspector] _Cull("__cull", Float) = 0.0 + [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 + [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default + } + + SubShader + { + // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings + // this Subshader will fail. + Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } + LOD 150 + + Stencil { + Ref[_StencilRef] + Comp[_StencilComp] + Pass Keep + } + + // ------------------------------------------------------------------ + // Forward pass. + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "ForwardLit" + Tags{"LightMode" = "UniversalForward"} + Blend[_SrcBlend][_DstBlend] + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + // Required to compile gles 2.0 with standard SRP library + // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 + #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE + #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP + #pragma shader_feature _NORMALMAP + #pragma shader_feature _ALPHA_CLIP + #pragma shader_feature _EMISSION + #pragma shader_feature _DIFFUSE_RAMP + #pragma shader_feature _COLOR_ADJUST + #pragma shader_feature _RIM_LIGHTING + #pragma shader_feature _TEXTURE_BLEND + #pragma shader_feature _FOG + #pragma shader_feature _RECEIVE_SHADOWS_OFF + + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_fog + #pragma multi_compile _ PIXELSNAP_ON + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS + #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile _ _SHADOWS_SOFT + #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fog + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + //-------------------------------------- + // Spine related keywords + #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT + #pragma vertex ForwardPassVertexSprite + #pragma fragment ForwardPassFragmentSprite + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" + + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-Sprite-ForwardPass-URP.hlsl" + ENDHLSL + } + + Pass + { + Name "ShadowCaster" + Tags{"LightMode" = "ShadowCaster"} + + ZWrite On + ZTest LEqual + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + #pragma vertex ShadowPassVertexSprite + #pragma fragment ShadowPassFragmentSprite + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-Sprite-ShadowCasterPass-URP.hlsl" + ENDHLSL + } + + Pass + { + Name "DepthOnly" + Tags{"LightMode" = "DepthOnly"} + + ZWrite On + ColorMask 0 + Cull Off + + HLSLPROGRAM + // Required to compile gles 2.0 with standard srp library + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #pragma vertex DepthOnlyVertexSprite + #pragma fragment DepthOnlyFragmentSprite + + // ------------------------------------- + // Material Keywords + #pragma shader_feature _ALPHATEST_ON + #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl" + + #define USE_URP + #define fixed4 half4 + #define fixed3 half3 + #define fixed half + #include "Include/Spine-Input-URP.hlsl" + #include "Include/Spine-DepthOnlyPass-URP.hlsl" + ENDHLSL + } + } + + FallBack "Hidden/InternalErrorShader" + CustomEditor "SpineSpriteShaderGUI" +} diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader.meta new file mode 100644 index 000000000..bcc280b64 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-Sprite-URP.shader.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9f253724b2d29a3438eeea48277c25cb +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json new file mode 100644 index 000000000..845425ab7 --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json @@ -0,0 +1,23 @@ +{ + "name": "com.esotericsoftware.spine.urp-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 3.8.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)", + "version": "3.8.0", + "unity": "2019.3", + "author": { + "name": "Esoteric Software", + "email": "contact@esotericsoftware.com", + "url": "http://esotericsoftware.com/" + }, + "dependencies": { + "com.unity.render-pipelines.universal": "7.1.5" + }, + "keywords": [ + "spine", + "urp", + "universal", + "render pipeline", + "shaders" + ], + "hideInEditor": false +} \ No newline at end of file diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json.meta b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json.meta new file mode 100644 index 000000000..4335d61da --- /dev/null +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 873d705a4cd0f674ea19f9f30b1258ed +PackageManifestImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: