mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
dc236901a6
@ -153,6 +153,7 @@
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* 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.
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* `SkeletonRenderTexture` and `SkeletonGraphicRenderTexture` components now support automatic down-scaling when required size on screen exceeds `Max Render Texture Size`.
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* Added `Spine/SkeletonGraphic Fill` shader to provide functionality of `Spine/Skeleton Fill` shader for `SkeletonGraphic`.
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* 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.
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* **Breaking changes**
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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@ -0,0 +1,34 @@
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#ifndef SPINE_COMMON_URP_INCLUDED
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#define SPINE_COMMON_URP_INCLUDED
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#ifdef _LIGHT_LAYERS
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uint GetMeshRenderingLayerBackwardsCompatible()
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{
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return GetMeshRenderingLayer();
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}
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#else
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uint GetMeshRenderingLayerBackwardsCompatible()
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{
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return 0;
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}
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#endif
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#if USE_FORWARD_PLUS
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// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
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#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN
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#define LIGHT_LOOP_END_SPINE LIGHT_LOOP_END
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#elif !_USE_WEBGL1_LIGHTS
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#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
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for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
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#define LIGHT_LOOP_END_SPINE }
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#else
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// WebGL 1 doesn't support variable for loop conditions
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#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
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for (int lightIndex = 0; lightIndex < _WEBGL1_MAX_LIGHTS; ++lightIndex) { \
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if (lightIndex >= (int)lightCount) break;
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#define LIGHT_LOOP_END_SPINE }
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#endif
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#endif
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: c898d902be2aa254fac1da6de09f0a87
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -5,6 +5,7 @@
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "SpineCoreShaders/Spine-Common.cginc"
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#include "Spine-Common-URP.hlsl"
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#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
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#define SKELETONLIT_RECEIVE_SHADOWS
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@ -32,7 +33,19 @@ struct VertexOutput {
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
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half3 ProcessLight(float3 positionWS, half3 normalWS, uint meshRenderingLayers, int lightIndex)
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{
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Light light = GetAdditionalLight(lightIndex, positionWS);
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#ifdef _LIGHT_LAYERS
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if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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return half3(0, 0, 0);
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#endif
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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return LightingLambert(attenuatedLightColor, light.direction, normalWS);
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}
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half3 LightweightLightVertexSimplified(float3 positionWS, float3 positionCS, half3 normalWS, out half3 shadowedColor) {
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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@ -40,12 +53,26 @@ half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out ha
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half3 additionalLightColor = half3(0, 0, 0);
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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Light light = GetAdditionalLight(i, positionWS);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
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}
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#endif
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int pixelLightCount = GetAdditionalLightsCount();
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// fill out InputData struct
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InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
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inputData.positionWS = positionWS;
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
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#else
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inputData.normalizedScreenSpaceUV = 0;
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#endif
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LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END_SPINE
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#endif
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shadowedColor = additionalLightColor;
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return mainLightColor + additionalLightColor;
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@ -62,6 +89,7 @@ VertexOutput vert(appdata v) {
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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o.uv0 = v.uv0;
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o.pos = TransformWorldToHClip(positionWS);
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float3 positionCS = o.pos;
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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@ -83,7 +111,7 @@ VertexOutput vert(appdata v) {
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}
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#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
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color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
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color.rgb *= LightweightLightVertexSimplified(positionWS, positionCS, normalWS, shadowedColor);
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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o.shadowedColor = shadowedColor;
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#endif
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@ -103,7 +131,12 @@ VertexOutput vert(appdata v) {
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return o;
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}
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half4 frag(VertexOutput i) : SV_Target{
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half4 frag(VertexOutput i
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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) : SV_Target0
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{
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half4 tex = tex2D(_MainTex, i.uv0);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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tex.rgb *= tex.a;
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@ -116,6 +149,12 @@ half4 frag(VertexOutput i) : SV_Target{
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half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
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i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
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#endif
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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return tex * i.color;
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}
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@ -5,6 +5,7 @@
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "SpineCoreShaders/SpriteLighting.cginc"
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#include "SpineCoreShaders/Spine-Common.cginc"
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#include "Spine-Common-URP.hlsl"
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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#define NEEDS_POSITION_WS
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@ -37,6 +38,10 @@ struct VertexOutputLWRP
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#if defined(NEEDS_POSITION_WS)
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float4 positionWS : TEXCOORD8;
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#endif
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#if defined(_ADDITIONAL_LIGHTS)
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float4 positionCS : TEXCOORD9;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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@ -90,6 +95,20 @@ half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir,
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#if defined(SPECULAR)
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half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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{
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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#else
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
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#endif
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#ifdef _LIGHT_LAYERS
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if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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return half3(0, 0, 0);
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#endif
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return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
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}
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half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
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half smoothness, half3 emission, half4 vertexColor)
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{
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@ -114,18 +133,26 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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#endif // _MAIN_LIGHT_VERTEX
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#ifdef _ADDITIONAL_LIGHTS
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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{
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uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
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Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
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#else
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Light light = GetAdditionalLight(i, inputData.positionWS);
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half4 shadowMask = half4(1, 1, 1, 1);
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#endif
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finalColor += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
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}
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#endif
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int pixelLightCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END_SPINE
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#endif // _ADDITIONAL_LIGHTS
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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finalColor += inputData.vertexLighting * brdfData.diffuse;
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@ -136,6 +163,28 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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#else // !SPECULAR
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half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
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{
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
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#else
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Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
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#endif
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#ifdef _LIGHT_LAYERS
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if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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return half3(0, 0, 0);
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#endif
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half3 attenuation = (light.distanceAttenuation * light.shadowAttenuation);
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half3 attenuatedLightColor = light.color * attenuation;
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#ifndef _DIFFUSE_RAMP
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return LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
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#else
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return LightingLambertRamped(light.color, attenuation, light.direction, inputData.normalWS);
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#endif
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}
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half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
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{
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half4 diffuse = texDiffuseAlpha * vertexColor;
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@ -160,23 +209,24 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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#endif // _MAIN_LIGHT_VERTEX
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#ifdef _ADDITIONAL_LIGHTS
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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{
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uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
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Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
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#else
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Light light = GetAdditionalLight(i, inputData.positionWS);
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#endif
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half3 attenuation = (light.distanceAttenuation * light.shadowAttenuation);
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half3 attenuatedLightColor = light.color * attenuation;
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#ifndef _DIFFUSE_RAMP
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diffuseLighting += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
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#else
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diffuseLighting += LightingLambertRamped(light.color, attenuation, light.direction, inputData.normalWS);
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half4 shadowMask = half4(1, 1, 1, 1);
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#endif
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(_AdditionalLightsDirectionalCount, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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}
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#endif
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int pixelLightCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN(pixelLightCount)
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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diffuseLighting += inputData.vertexLighting;
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@ -209,6 +259,9 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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#if defined(NEEDS_POSITION_WS)
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output.positionWS = float4(positionWS, 1);
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#endif
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#if defined(_ADDITIONAL_LIGHTS)
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output.positionCS = output.pos;
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#endif
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half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
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output.normalWorld.xyz = normalWS;
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@ -235,7 +288,11 @@ VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
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return output;
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}
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half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
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half4 ForwardPassFragmentSprite(VertexOutputLWRP input
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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) : SV_Target0
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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@ -271,6 +328,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
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#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
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inputData.positionWS = input.positionWS.rgb;
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#endif
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#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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#else
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inputData.normalizedScreenSpaceUV = 0;
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#endif
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#if defined(SPECULAR)
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half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
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@ -294,6 +356,11 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
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COLORISE(pixel)
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APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
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#ifdef _WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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return pixel;
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}
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@ -47,6 +47,9 @@
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
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// Farward+ renderer keywords
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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// -------------------------------------
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// Unity defined keywords
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@ -107,6 +107,9 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// Farward+ renderer keywords
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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// -------------------------------------
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// Unity defined keywords
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.5",
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"version": "4.1.6",
|
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"unity": "2019.3",
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"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
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