diff --git a/spine-unity/Assets/spine-unity/Shaders/Spine-SkeletonLit.shader b/spine-unity/Assets/spine-unity/Shaders/Spine-SkeletonLit.shader index 4c2279974..1917340ee 100644 --- a/spine-unity/Assets/spine-unity/Shaders/Spine-SkeletonLit.shader +++ b/spine-unity/Assets/spine-unity/Shaders/Spine-SkeletonLit.shader @@ -1,9 +1,13 @@ -Shader "Spine/Skeleton Lit" { +// - Vertex Lit + ShadowCaster +// - Premultiplied Alpha Blending (One OneMinusSrcAlpha) +// - Double-sided, no depth + +Shader "Spine/Skeleton Lit" { Properties { _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 - [NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {} + [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} } - // 2 texture stage GPUs + SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 @@ -12,14 +16,132 @@ ZWrite Off Blend One OneMinusSrcAlpha +// Pass { +// Tags { "LightMode"="Vertex" } +// ColorMaterial AmbientAndDiffuse +// Lighting On +// SetTexture [_MainTex] { +// Combine texture * primary DOUBLE, texture * primary +// } +// } + Pass { - Tags { "LightMode"="Vertex" } - ColorMaterial AmbientAndDiffuse - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary + Tags { + "LIGHTMODE"="Vertex" + "QUEUE"="Transparent" + "IGNOREPROJECTOR"="true" + "RenderType"="Transparent" } - } + + ZWrite Off + Cull Off + Blend One OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + #include "UnityCG.cginc" + + // ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :( + #if defined(SHADER_API_GLES) + #define LIGHT_LOOP_LIMIT 8 + #elif defined(SHADER_API_N3DS) + #define LIGHT_LOOP_LIMIT 4 + #else + #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x + #endif + + #pragma multi_compile __ POINT SPOT + + half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half atten) { + half NdotL = max(dot(eyeNormal, dirToLight), 0.0); + // diffuse + half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb; + return color * atten; + } + + half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor) { + float3 dirToLight = unity_LightPosition[idx].xyz; + half att = 1.0; + + #if defined(POINT) || defined(SPOT) + dirToLight -= eyePosition * unity_LightPosition[idx].w; + + // distance attenuation + float distSqr = dot(dirToLight, dirToLight); + att /= (1.0 + unity_LightAtten[idx].z * distSqr); + if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range + distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light + dirToLight *= rsqrt(distSqr); + #if defined(SPOT) + + // spot angle attenuation + half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0); + half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y; + att *= saturate(spotAtt); + #endif + #endif + + att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP + return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, att), 1.0); + } + + int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction) + + struct appdata { + float3 pos : POSITION; + float3 normal : NORMAL; + half4 color : COLOR; + float3 uv0 : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct VertexOutput { + fixed4 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); + + half4 color = v.color; + float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz; + half3 fixedNormal = half3(0,0,-1); + half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal)); + half3 viewDir = 0.0; + + // Lights + half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb; + for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) { + lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color); + } + + color.rgb = lcolor.rgb; + o.color = saturate(color); + o.uv0 = v.uv0; + o.pos = UnityObjectToClipPos(v.pos); + return o; + } + + sampler2D _MainTex; + + fixed4 frag (VertexOutput i) : SV_Target { + fixed4 tex = tex2D(_MainTex, i.uv0); + + fixed4 col; + col.rgb = tex * i.color; + col *= 2; + col.a = tex.a * i.color.a; + return col; + } + ENDCG + + } Pass { Name "Caster" @@ -63,22 +185,4 @@ ENDCG } } - // 1 texture stage GPUs - SubShader { - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - LOD 100 - - Cull Off - ZWrite Off - Blend One OneMinusSrcAlpha - - Pass { - Tags { "LightMode"="Vertex" } - ColorMaterial AmbientAndDiffuse - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary - } - } - } } \ No newline at end of file