Merge branch '4.1' into 4.2-beta

This commit is contained in:
Harald Csaszar 2022-11-04 17:37:48 +01:00
commit dc236901a6
8 changed files with 183 additions and 29 deletions

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@ -153,6 +153,7 @@
* PMA textures now have `sRGB (Color Texture)` disabled by default, the preset template `PMATexturePreset.preset` has been adjusted accordingly. As PMA textures are only allowed with Gamma color space, `sRGB (Color Texture)` shall be disabled to prevent border artifacts when mipmaps are enabled. In Gamma color space having this setting disabled has no drawbacks, only benefits. * PMA textures now have `sRGB (Color Texture)` disabled by default, the preset template `PMATexturePreset.preset` has been adjusted accordingly. As PMA textures are only allowed with Gamma color space, `sRGB (Color Texture)` shall be disabled to prevent border artifacts when mipmaps are enabled. In Gamma color space having this setting disabled has no drawbacks, only benefits.
* `SkeletonRenderTexture` and `SkeletonGraphicRenderTexture` components now support automatic down-scaling when required size on screen exceeds `Max Render Texture Size`. * `SkeletonRenderTexture` and `SkeletonGraphicRenderTexture` components now support automatic down-scaling when required size on screen exceeds `Max Render Texture Size`.
* Added `Spine/SkeletonGraphic Fill` shader to provide functionality of `Spine/Skeleton Fill` shader for `SkeletonGraphic`. * Added `Spine/SkeletonGraphic Fill` shader to provide functionality of `Spine/Skeleton Fill` shader for `SkeletonGraphic`.
* Lit Spine URP shaders (`Universal Render Pipeline/Spine/Sprite` and `Universal Render Pipeline/Spine/Skeleton Lit`) now support `Forward+` rendering path as introduced by Unity 2022.2 and URP version 14.
* **Breaking changes** * **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead. * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

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@ -0,0 +1,34 @@
#ifndef SPINE_COMMON_URP_INCLUDED
#define SPINE_COMMON_URP_INCLUDED
#ifdef _LIGHT_LAYERS
uint GetMeshRenderingLayerBackwardsCompatible()
{
return GetMeshRenderingLayer();
}
#else
uint GetMeshRenderingLayerBackwardsCompatible()
{
return 0;
}
#endif
#if USE_FORWARD_PLUS
// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN
#define LIGHT_LOOP_END_SPINE LIGHT_LOOP_END
#elif !_USE_WEBGL1_LIGHTS
#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
#define LIGHT_LOOP_END_SPINE }
#else
// WebGL 1 doesn't support variable for loop conditions
#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
for (int lightIndex = 0; lightIndex < _WEBGL1_MAX_LIGHTS; ++lightIndex) { \
if (lightIndex >= (int)lightCount) break;
#define LIGHT_LOOP_END_SPINE }
#endif
#endif

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c898d902be2aa254fac1da6de09f0a87
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -5,6 +5,7 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/Spine-Common.cginc" #include "SpineCoreShaders/Spine-Common.cginc"
#include "Spine-Common-URP.hlsl"
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF) #if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
#define SKELETONLIT_RECEIVE_SHADOWS #define SKELETONLIT_RECEIVE_SHADOWS
@ -32,7 +33,19 @@ struct VertexOutput {
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
}; };
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) { half3 ProcessLight(float3 positionWS, half3 normalWS, uint meshRenderingLayers, int lightIndex)
{
Light light = GetAdditionalLight(lightIndex, positionWS);
#ifdef _LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
return LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
half3 LightweightLightVertexSimplified(float3 positionWS, float3 positionCS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight(); Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation); half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS); half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
@ -40,12 +53,26 @@ half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out ha
half3 additionalLightColor = half3(0, 0, 0); half3 additionalLightColor = half3(0, 0, 0);
// Note: we don't add any lighting in the fragment shader, thus we include both variants below // 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) #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
for (int i = 0; i < GetAdditionalLightsCount(); ++i) uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
{ {
Light light = GetAdditionalLight(i, positionWS); additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
} }
#endif
int pixelLightCount = GetAdditionalLightsCount();
// fill out InputData struct
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
inputData.positionWS = positionWS;
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
#else
inputData.normalizedScreenSpaceUV = 0;
#endif
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif #endif
shadowedColor = additionalLightColor; shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor; return mainLightColor + additionalLightColor;
@ -62,6 +89,7 @@ VertexOutput vert(appdata v) {
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal)); half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
o.uv0 = v.uv0; o.uv0 = v.uv0;
o.pos = TransformWorldToHClip(positionWS); o.pos = TransformWorldToHClip(positionWS);
float3 positionCS = o.pos;
#ifdef _DOUBLE_SIDED_LIGHTING #ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader // unfortunately we have to compute the sign here in the vertex shader
@ -83,7 +111,7 @@ VertexOutput vert(appdata v) {
} }
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE) #endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor); color.rgb *= LightweightLightVertexSimplified(positionWS, positionCS, normalWS, shadowedColor);
#if defined(SKELETONLIT_RECEIVE_SHADOWS) #if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = shadowedColor; o.shadowedColor = shadowedColor;
#endif #endif
@ -103,7 +131,12 @@ VertexOutput vert(appdata v) {
return o; return o;
} }
half4 frag(VertexOutput i) : SV_Target{ half4 frag(VertexOutput i
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target0
{
half4 tex = tex2D(_MainTex, i.uv0); half4 tex = tex2D(_MainTex, i.uv0);
#if defined(_STRAIGHT_ALPHA_INPUT) #if defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a; tex.rgb *= tex.a;
@ -116,6 +149,12 @@ half4 frag(VertexOutput i) : SV_Target{
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord); half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation); i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif #endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
return tex * i.color; return tex * i.color;
} }

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@ -5,6 +5,7 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/SpriteLighting.cginc" #include "SpineCoreShaders/SpriteLighting.cginc"
#include "SpineCoreShaders/Spine-Common.cginc" #include "SpineCoreShaders/Spine-Common.cginc"
#include "Spine-Common-URP.hlsl"
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) #if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
#define NEEDS_POSITION_WS #define NEEDS_POSITION_WS
@ -37,6 +38,10 @@ struct VertexOutputLWRP
#if defined(NEEDS_POSITION_WS) #if defined(NEEDS_POSITION_WS)
float4 positionWS : TEXCOORD8; float4 positionWS : TEXCOORD8;
#endif #endif
#if defined(_ADDITIONAL_LIGHTS)
float4 positionCS : TEXCOORD9;
#endif
UNITY_VERTEX_OUTPUT_STEREO UNITY_VERTEX_OUTPUT_STEREO
}; };
@ -90,6 +95,20 @@ half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir,
#if defined(SPECULAR) #if defined(SPECULAR)
half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
#endif
#ifdef _LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
}
half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular, half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
half smoothness, half3 emission, half4 vertexColor) half smoothness, half3 emission, half4 vertexColor)
{ {
@ -114,18 +133,26 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
#endif // _MAIN_LIGHT_VERTEX #endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS #ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetAdditionalLightsCount(); uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
for (int i = 0; i < pixelLightCount; ++i)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) #if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData); half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
#else #else
Light light = GetAdditionalLight(i, inputData.positionWS); half4 shadowMask = half4(1, 1, 1, 1);
#endif #endif
finalColor += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
{
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
} }
#endif #endif
int pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif // _ADDITIONAL_LIGHTS
#ifdef _ADDITIONAL_LIGHTS_VERTEX #ifdef _ADDITIONAL_LIGHTS_VERTEX
finalColor += inputData.vertexLighting * brdfData.diffuse; finalColor += inputData.vertexLighting * brdfData.diffuse;
@ -136,6 +163,28 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
#else // !SPECULAR #else // !SPECULAR
half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
#endif
#ifdef _LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
half3 attenuation = (light.distanceAttenuation * light.shadowAttenuation);
half3 attenuatedLightColor = light.color * attenuation;
#ifndef _DIFFUSE_RAMP
return LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
#else
return LightingLambertRamped(light.color, attenuation, light.direction, inputData.normalWS);
#endif
}
half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor) half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
{ {
half4 diffuse = texDiffuseAlpha * vertexColor; half4 diffuse = texDiffuseAlpha * vertexColor;
@ -160,23 +209,24 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
#endif // _MAIN_LIGHT_VERTEX #endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS #ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetAdditionalLightsCount(); uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
for (int i = 0; i < pixelLightCount; ++i)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF) #if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData); half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
#else #else
Light light = GetAdditionalLight(i, inputData.positionWS); half4 shadowMask = half4(1, 1, 1, 1);
#endif
half3 attenuation = (light.distanceAttenuation * light.shadowAttenuation);
half3 attenuatedLightColor = light.color * attenuation;
#ifndef _DIFFUSE_RAMP
diffuseLighting += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
#else
diffuseLighting += LightingLambertRamped(light.color, attenuation, light.direction, inputData.normalWS);
#endif #endif
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
{
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
} }
#endif
int pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN(pixelLightCount)
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END
#endif #endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX #ifdef _ADDITIONAL_LIGHTS_VERTEX
diffuseLighting += inputData.vertexLighting; diffuseLighting += inputData.vertexLighting;
@ -209,6 +259,9 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
#if defined(NEEDS_POSITION_WS) #if defined(NEEDS_POSITION_WS)
output.positionWS = float4(positionWS, 1); output.positionWS = float4(positionWS, 1);
#endif #endif
#if defined(_ADDITIONAL_LIGHTS)
output.positionCS = output.pos;
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign); half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS; output.normalWorld.xyz = normalWS;
@ -235,7 +288,11 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
return output; return output;
} }
half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target half4 ForwardPassFragmentSprite(VertexOutputLWRP input
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target0
{ {
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
@ -271,6 +328,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) #if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
inputData.positionWS = input.positionWS.rgb; inputData.positionWS = input.positionWS.rgb;
#endif #endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#else
inputData.normalizedScreenSpaceUV = 0;
#endif
#if defined(SPECULAR) #if defined(SPECULAR)
half2 metallicGloss = getMetallicGloss(input.texcoord.xy); half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
@ -294,6 +356,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
COLORISE(pixel) COLORISE(pixel)
APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x) APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
return pixel; return pixel;
} }

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@ -47,6 +47,9 @@
#pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE #pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
// Farward+ renderer keywords
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
// ------------------------------------- // -------------------------------------
// Unity defined keywords // Unity defined keywords

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@ -107,6 +107,9 @@ Shader "Universal Render Pipeline/Spine/Sprite"
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// Farward+ renderer keywords
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
// ------------------------------------- // -------------------------------------
// Unity defined keywords // Unity defined keywords

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.urp-shaders", "name": "com.esotericsoftware.spine.urp-shaders",
"displayName": "Spine Universal RP 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 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)", "description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.5", "version": "4.1.6",
"unity": "2019.3", "unity": "2019.3",
"author": { "author": {
"name": "Esoteric Software", "name": "Esoteric Software",