mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-25 22:23:42 +08:00
[unity] Removed obsolete LWRP shaders package (long succeeded by URP).
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fileFormatVersion: 2
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guid: 7bb1acf275841dd4d85e39c168d08cdf
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timeCreated: 1479531945
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licenseType: Free
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# Spine Runtimes License Agreement
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Last updated April 5, 2025. Replaces all prior versions.
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Copyright (c) 2013-2025, Esoteric Software LLC
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Integration of the Spine Runtimes into software or otherwise creating
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derivative works of the Spine Runtimes is permitted under the terms and
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conditions of Section 2 of the Spine Editor License Agreement:
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http://esotericsoftware.com/spine-editor-license
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Otherwise, it is permitted to integrate the Spine Runtimes into software
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or otherwise create derivative works of the Spine Runtimes (collectively,
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"Products"), provided that each user of the Products must obtain their own
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Spine Editor license and redistribution of the Products in any form must
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include this license and copyright notice.
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||||||
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THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef COMMON_SHADOW_CASTER_PASS_LW_INCLUDED
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#define COMMON_SHADOW_CASTER_PASS_LW_INCLUDED
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#include "SpineCoreShaders/ShaderShared.cginc"
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struct AttributesSpine
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 vertexColor : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsSpine
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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float4 GetShadowPositionHClip(AttributesSpine input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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#endif
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#ifndef SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
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#define SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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struct AttributesSpine
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 vertexColor : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsSpine
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsSpine DepthOnlyVertex(AttributesSpine input)
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{
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VaryingsSpine output = (VaryingsSpine)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
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output.texcoordAndAlpha.a = input.vertexColor.a;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 DepthOnlyFragment(VaryingsSpine input) : SV_TARGET
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{
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fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
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clip(texureColor.a* input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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#ifndef LW_LIT_INPUT_INCLUDED
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#define LW_LIT_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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////////////////////////////////////////
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// Defines
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//
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#undef LIGHTMAP_ON
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half _Cutoff;
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CBUFFER_END
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sampler2D _MainTex;
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#endif // LW_LIT_INPUT_INCLUDED
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#ifndef LWRP_INPUT_OUTLINE_INCLUDED
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#define LWRP_INPUT_OUTLINE_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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////////////////////////////////////////
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// Defines
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//
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#undef LIGHTMAP_ON
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half _Cutoff;
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float _OutlineWidth;
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float4 _OutlineColor;
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float4 _MainTex_TexelSize;
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float _ThresholdEnd;
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float _OutlineSmoothness;
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float _OutlineMipLevel;
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int _OutlineReferenceTexWidth;
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CBUFFER_END
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sampler2D _MainTex;
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#endif // URP_INPUT_OUTLINE_INCLUDED
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#ifndef LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
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#define LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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half4 _Color;
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half _Cutoff;
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half _ShadowAlphaCutoff;
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half _Metallic;
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half _Glossiness;
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half _GlossMapScale;
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half _BumpScale;
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float _BlendAmount;
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float _Hue;
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float _Saturation;
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float _Brightness;
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half4 _OverlayColor;
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half4 _EmissionColor;
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float _EmissionPower;
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float4 _FixedNormal;
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float _RimPower;
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half4 _RimColor;
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CBUFFER_END
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#endif // LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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||||||
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||||||
externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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@ -1,43 +0,0 @@
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#ifndef SPINE_OUTLINE_PASS_LW_INCLUDED
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#define SPINE_OUTLINE_PASS_LW_INCLUDED
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "SpineCoreShaders/Spine-Outline-Common.cginc"
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struct VertexInput {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float vertexColorAlpha : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vertOutline(VertexInput v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = v.uv;
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o.vertexColorAlpha = v.vertexColor.a;
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return o;
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}
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float4 fragOutline(VertexOutput i) : SV_Target{
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float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
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_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
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_OutlineSmoothness, _ThresholdEnd, _OutlineColor);
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return texColor;
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}
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#endif
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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||||||
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||||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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||||||
assetBundleName:
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|
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||||||
@ -1,45 +0,0 @@
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#ifndef SKELETON_FORWARD_PASS_LW_INCLUDED
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#define SKELETON_FORWARD_PASS_LW_INCLUDED
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "SpineCoreShaders/Spine-Common.cginc"
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struct appdata {
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float3 pos : POSITION;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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half4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert(appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 positionWS = TransformObjectToWorld(v.pos);
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o.pos = TransformWorldToHClip(positionWS);
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o.uv0 = v.uv0;
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o.color = PMAGammaToTargetSpace(v.color);
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return o;
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}
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half4 frag(VertexOutput i) : SV_Target{
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float4 texColor = tex2D(_MainTex, i.uv0);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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return (texColor * i.color);
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}
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#endif
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@ -1,9 +0,0 @@
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|||||||
fileFormatVersion: 2
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||||||
guid: 7b0e8ff465c74264ab0348b088f52d7e
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||||||
ShaderImporter:
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||||||
externalObjects: {}
|
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||||||
defaultTextures: []
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||||||
nonModifiableTextures: []
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||||||
userData:
|
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||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,123 +0,0 @@
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#ifndef SKELETONLIT_FORWARD_PASS_LW_INCLUDED
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|
||||||
#define SKELETONLIT_FORWARD_PASS_LW_INCLUDED
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
|
|
||||||
#include "SpineCoreShaders/Spine-Common.cginc"
|
|
||||||
|
|
||||||
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
|
|
||||||
#define SKELETONLIT_RECEIVE_SHADOWS
|
|
||||||
#endif
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
|
||||||
float4 shadowCoord : TEXCOORD1;
|
|
||||||
half3 shadowedColor : TEXCOORD2;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
UNITY_VERTEX_OUTPUT_STEREO
|
|
||||||
};
|
|
||||||
|
|
||||||
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
|
|
||||||
Light mainLight = GetMainLight();
|
|
||||||
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
|
|
||||||
half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
|
|
||||||
|
|
||||||
half3 additionalLightColor = half3(0, 0, 0);
|
|
||||||
// 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);
|
|
||||||
additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
shadowedColor = additionalLightColor;
|
|
||||||
return mainLightColor + additionalLightColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
VertexOutput vert(appdata v) {
|
|
||||||
VertexOutput o;
|
|
||||||
UNITY_SETUP_INSTANCE_ID(v);
|
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
||||||
|
|
||||||
half4 color = PMAGammaToTargetSpace(v.color);
|
|
||||||
float3 positionWS = TransformObjectToWorld(v.pos);
|
|
||||||
half3 fixedNormal = half3(0, 0, -1);
|
|
||||||
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
|
|
||||||
o.uv0 = v.uv0;
|
|
||||||
o.pos = TransformWorldToHClip(positionWS);
|
|
||||||
|
|
||||||
#ifdef _DOUBLE_SIDED_LIGHTING
|
|
||||||
// unfortunately we have to compute the sign here in the vertex shader
|
|
||||||
// instead of using VFACE in fragment shader stage.
|
|
||||||
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
|
|
||||||
half faceSign = sign(dot(viewDirWS, normalWS));
|
|
||||||
normalWS *= faceSign;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
half3 shadowedColor;
|
|
||||||
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
|
|
||||||
if (color.a == 0) {
|
|
||||||
o.color = color;
|
|
||||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
|
||||||
o.shadowedColor = color;
|
|
||||||
o.shadowCoord = float4(0, 0, 0, 0);
|
|
||||||
#endif
|
|
||||||
return o;
|
|
||||||
}
|
|
||||||
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
|
|
||||||
|
|
||||||
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
|
|
||||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
|
||||||
o.shadowedColor = shadowedColor;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// 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;
|
|
||||||
|
|
||||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
|
||||||
VertexPositionInputs vertexInput;
|
|
||||||
vertexInput.positionWS = positionWS;
|
|
||||||
vertexInput.positionCS = o.pos;
|
|
||||||
o.shadowCoord = GetShadowCoord(vertexInput);
|
|
||||||
#endif
|
|
||||||
return o;
|
|
||||||
}
|
|
||||||
|
|
||||||
half4 frag(VertexOutput i) : SV_Target{
|
|
||||||
half4 tex = tex2D(_MainTex, i.uv0);
|
|
||||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
|
||||||
tex.rgb *= tex.a;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (i.color.a == 0)
|
|
||||||
return tex * i.color;
|
|
||||||
|
|
||||||
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
|
|
||||||
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
|
|
||||||
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
|
|
||||||
#endif
|
|
||||||
return tex * i.color;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 60e3412410cd14646a1dfd86d9775cb4
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,69 +0,0 @@
|
|||||||
#ifndef SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED
|
|
||||||
#define SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
|
|
||||||
|
|
||||||
float3 _LightDirection;
|
|
||||||
|
|
||||||
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(float3 positionOS, half3 normalWS)
|
|
||||||
{
|
|
||||||
float3 positionWS = TransformObjectToWorld(positionOS);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
|
|
||||||
{
|
|
||||||
VaryingsSpine output;
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
|
|
||||||
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
|
|
||||||
|
|
||||||
half3 fixedNormalOS = half3(0, 0, -1);
|
|
||||||
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
|
|
||||||
#ifdef _DOUBLE_SIDED_LIGHTING
|
|
||||||
// flip normal for shadow bias if necessary
|
|
||||||
// unfortunately we have to compute the sign here in the vertex shader
|
|
||||||
// instead of using VFACE in fragment shader stage.
|
|
||||||
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
|
|
||||||
half faceSign = sign(dot(viewDirWS, normalWS));
|
|
||||||
normalWS *= faceSign;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
|
|
||||||
output.texcoordAndAlpha.a = input.vertexColor.a;
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET
|
|
||||||
{
|
|
||||||
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
|
|
||||||
clip(texureColor.a* input.texcoordAndAlpha.a - _Cutoff);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 73bd9b77edd0d794ca8fde763e80a145
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,39 +0,0 @@
|
|||||||
#ifndef LW_SPRITE_COMMON_INCLUDED
|
|
||||||
#define LW_SPRITE_COMMON_INCLUDED
|
|
||||||
|
|
||||||
#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.lightweight/ShaderLibrary/Core.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
|
||||||
#include "SpineCoreShaders/ShaderShared.cginc"
|
|
||||||
|
|
||||||
#if defined(SPECULAR)
|
|
||||||
|
|
||||||
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 // LW_SPRITE_COMMON_INCLUDED
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 678ff30f3610c7d488dffe8e3a9992ea
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,42 +0,0 @@
|
|||||||
#ifndef SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
|
|
||||||
#define SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
|
|
||||||
|
|
||||||
#include "CGIncludes/Spine-Sprite-Common-LW.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
|
|
||||||
|
|
||||||
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
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 59133a5e2cee2c845aadaf57d34067d2
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,268 +0,0 @@
|
|||||||
#ifndef VERTEX_LIT_FORWARD_PASS_LW_INCLUDED
|
|
||||||
#define VERTEX_LIT_FORWARD_PASS_LW_INCLUDED
|
|
||||||
|
|
||||||
#include "CGIncludes/Spine-Sprite-Common-LW.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/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, albedo.a), texAlbedoAlpha.a, vertexColor.a);
|
|
||||||
}
|
|
||||||
|
|
||||||
#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, diffuse.a), texDiffuseAlpha.a, vertexColor.a);
|
|
||||||
}
|
|
||||||
#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);
|
|
||||||
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
|
|
||||||
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
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ddd0ba95f6acb1c47829c9a19237b684
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,69 +0,0 @@
|
|||||||
#ifndef SPRITES_SHADOW_CASTER_PASS_LW_INCLUDED
|
|
||||||
#define SPRITES_SHADOW_CASTER_PASS_LW_INCLUDED
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
|
|
||||||
|
|
||||||
float3 _LightDirection;
|
|
||||||
|
|
||||||
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(float3 positionOS, half3 normalWS)
|
|
||||||
{
|
|
||||||
float3 positionWS = TransformObjectToWorld(positionOS);
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
|
|
||||||
{
|
|
||||||
VaryingsSpine output;
|
|
||||||
UNITY_SETUP_INSTANCE_ID(input);
|
|
||||||
|
|
||||||
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
|
|
||||||
|
|
||||||
half3 fixedNormalOS = half3(0, 0, -1);
|
|
||||||
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
|
|
||||||
// flip normal for shadow bias if necessary
|
|
||||||
// unfortunately we have to compute the sign here in the vertex shader
|
|
||||||
// instead of using VFACE in fragment shader stage.
|
|
||||||
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
|
|
||||||
half faceSign = sign(dot(viewDirWS, normalWS));
|
|
||||||
normalWS *= faceSign;
|
|
||||||
|
|
||||||
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
|
|
||||||
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
|
|
||||||
#include "SpineCoreShaders/ShaderShared.cginc"
|
|
||||||
|
|
||||||
half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET
|
|
||||||
{
|
|
||||||
fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
|
|
||||||
clip(texureColor.a* input.texcoordAndAlpha.a - _ShadowAlphaCutoff);
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8330f220bb6d1f6409adc375e7ed71c1
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0461a69371982a14eb98743d0cc25031
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
// 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"
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 665a6ae9755aded42a8316c0bdfebee6
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
// Adapt this path accordingly if you have unpacked the Spine directory to another location.
|
|
||||||
#include "Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Common.cginc"
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
// Adapt this path accordingly if you have unpacked the Spine directory to another location.
|
|
||||||
#include "Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc"
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 22b696908e97db04587317413f8b88b1
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,2 +0,0 @@
|
|||||||
// 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"
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 31f462b6ddedf4342b4a46b28ffdf90b
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d122262772fd0ec47887efc848e8d285
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,59 +0,0 @@
|
|||||||
Shader "Lightweight Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
|
|
||||||
Properties {
|
|
||||||
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
|
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
|
||||||
|
|
||||||
// Outline properties are drawn via custom editor.
|
|
||||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
|
||||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
|
||||||
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
|
|
||||||
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
|
|
||||||
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
|
|
||||||
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
|
|
||||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader {
|
|
||||||
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
|
|
||||||
// this Subshader will fail.
|
|
||||||
Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
||||||
LOD 100
|
|
||||||
Cull Off
|
|
||||||
ZWrite Off
|
|
||||||
Blend One OneMinusSrcAlpha
|
|
||||||
|
|
||||||
Stencil {
|
|
||||||
Ref[_StencilRef]
|
|
||||||
Comp[_StencilComp]
|
|
||||||
Pass Keep
|
|
||||||
}
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
Name "Outline"
|
|
||||||
HLSLPROGRAM
|
|
||||||
// Required to compile gles 2.0 with standard srp library
|
|
||||||
#pragma prefer_hlslcc gles
|
|
||||||
#pragma exclude_renderers d3d11_9x
|
|
||||||
|
|
||||||
//--------------------------------------
|
|
||||||
// GPU Instancing
|
|
||||||
#pragma multi_compile_instancing
|
|
||||||
|
|
||||||
#pragma vertex vertOutline
|
|
||||||
#pragma fragment fragOutline
|
|
||||||
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "../CGIncludes/Spine-Input-Outline-LW.hlsl"
|
|
||||||
#include "../CGIncludes/Spine-Outline-Pass-LW.hlsl"
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FallBack "Hidden/InternalErrorShader"
|
|
||||||
CustomEditor "SpineShaderWithOutlineGUI"
|
|
||||||
}
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: e07d39bf1c784604e9420722eb804edf
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,147 +0,0 @@
|
|||||||
Shader "Lightweight 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 {
|
|
||||||
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
|
|
||||||
// this Subshader will fail.
|
|
||||||
Tags { "RenderPipeline" = "LightweightPipeline" "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" = "LightweightForward"}
|
|
||||||
|
|
||||||
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 target 2.0
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// Lightweight 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
|
|
||||||
#pragma target 2.0
|
|
||||||
|
|
||||||
#undef LIGHTMAP_ON
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-Skeleton-ForwardPass-LW.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
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.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 target 2.0
|
|
||||||
|
|
||||||
#pragma vertex DepthOnlyVertex
|
|
||||||
#pragma fragment DepthOnlyFragment
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// Material Keywords
|
|
||||||
#pragma shader_feature _ALPHATEST_ON
|
|
||||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
||||||
|
|
||||||
//--------------------------------------
|
|
||||||
// GPU Instancing
|
|
||||||
#pragma multi_compile_instancing
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FallBack "Hidden/InternalErrorShader"
|
|
||||||
}
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 65857b179c43d9c49ba05eeb3e483e87
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,160 +0,0 @@
|
|||||||
// - forwardPass(Lightweight Vertex Lit) + ShadowCaster + DepthOnly
|
|
||||||
// - Premultiplied Alpha Blending (Optional straight alpha input)
|
|
||||||
// - Double-sided, no depth
|
|
||||||
|
|
||||||
Shader "Lightweight 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
|
|
||||||
[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
|
|
||||||
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
|
|
||||||
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 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" = "LightweightPipeline" "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" = "LightweightForward"}
|
|
||||||
|
|
||||||
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 target 2.0
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// 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 shader_feature _ _DOUBLE_SIDED_LIGHTING
|
|
||||||
#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
|
|
||||||
#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
|
|
||||||
#pragma vertex vert
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma target 2.0
|
|
||||||
|
|
||||||
#undef LIGHTMAP_ON
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-SkeletonLit-ForwardPass-LW.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 shader_feature _ _DOUBLE_SIDED_LIGHTING
|
|
||||||
|
|
||||||
#pragma vertex ShadowPassVertexSkeletonLit
|
|
||||||
#pragma fragment ShadowPassFragmentSkeletonLit
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.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 target 2.0
|
|
||||||
|
|
||||||
#pragma vertex DepthOnlyVertex
|
|
||||||
#pragma fragment DepthOnlyFragment
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// Material Keywords
|
|
||||||
#pragma shader_feature _ALPHATEST_ON
|
|
||||||
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
|
||||||
|
|
||||||
//--------------------------------------
|
|
||||||
// GPU Instancing
|
|
||||||
#pragma multi_compile_instancing
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FallBack "Hidden/InternalErrorShader"
|
|
||||||
}
|
|
||||||
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 01105625afd026d4e989a24c4d70b8d6
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -1,214 +0,0 @@
|
|||||||
Shader "Lightweight 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
|
|
||||||
|
|
||||||
_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
|
|
||||||
|
|
||||||
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 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
|
|
||||||
{
|
|
||||||
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
|
|
||||||
// this Subshader will fail.
|
|
||||||
Tags { "RenderPipeline"="LightweightPipeline" "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 LightweightRenderPipeline.cs. SRPDefaultUnlit and passes with
|
|
||||||
// no LightMode tag are also rendered by Lightweight Render Pipeline
|
|
||||||
Name "ForwardLit"
|
|
||||||
Tags{"LightMode" = "LightweightForward"}
|
|
||||||
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
|
|
||||||
#pragma target 2.0
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// Material Keywords
|
|
||||||
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
|
|
||||||
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
|
|
||||||
#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 _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_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 shader_feature _LIGHT_AFFECTS_ADDITIVE
|
|
||||||
|
|
||||||
#pragma fragmentoption ARB_precision_hint_fastest
|
|
||||||
#pragma multi_compile_fog
|
|
||||||
#pragma multi_compile _ PIXELSNAP_ON
|
|
||||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
|
||||||
|
|
||||||
// -------------------------------------
|
|
||||||
// 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 _ 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_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-Sprite-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-Sprite-ForwardPass-LW.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
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-Sprite-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-Sprite-ShadowCasterPass-LW.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 target 2.0
|
|
||||||
|
|
||||||
#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
|
|
||||||
|
|
||||||
#define USE_LWRP
|
|
||||||
#define fixed4 half4
|
|
||||||
#define fixed3 half3
|
|
||||||
#define fixed half
|
|
||||||
#include "CGIncludes/Spine-Input-Sprite-LW.hlsl"
|
|
||||||
#include "CGIncludes/Spine-Sprite-DepthOnlyPass-LW.hlsl"
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FallBack "Hidden/InternalErrorShader"
|
|
||||||
CustomEditor "SpineSpriteShaderGUI"
|
|
||||||
}
|
|
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back-arm
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|
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back-bracer
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back-hand
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back-knee
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back-thigh
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eyes-open
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|
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front-arm
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||||||
bounds: 945, 306, 48, 26
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front-bracer
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||||||
bounds: 949, 197, 41, 29
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front-hand
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||||||
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front-open-hand
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front-thigh
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|
|
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gun
|
|
||||||
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|
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|
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gun-nohand
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|
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|
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head
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||||||
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|
|
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lower-leg
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|
||||||
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|
|
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mouth-grind
|
|
||||||
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|
|
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|
|
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mouth-smile
|
|
||||||
bounds: 992, 257, 47, 30
|
|
||||||
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|
|
||||||
neck
|
|
||||||
bounds: 359, 114, 18, 21
|
|
||||||
raptor-back-arm
|
|
||||||
bounds: 653, 142, 82, 86
|
|
||||||
raptor-body
|
|
||||||
bounds: 2, 277, 632, 233
|
|
||||||
raptor-front-arm
|
|
||||||
bounds: 484, 4, 81, 102
|
|
||||||
rotate: 90
|
|
||||||
raptor-front-leg
|
|
||||||
bounds: 2, 18, 191, 257
|
|
||||||
raptor-hindleg-back
|
|
||||||
bounds: 636, 295, 169, 215
|
|
||||||
raptor-horn
|
|
||||||
bounds: 195, 22, 182, 80
|
|
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raptor-horn-back
|
|
||||||
bounds: 945, 334, 176, 77
|
|
||||||
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|
|
||||||
raptor-jaw
|
|
||||||
bounds: 359, 137, 126, 138
|
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raptor-jaw-tooth
|
|
||||||
bounds: 895, 322, 37, 48
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|
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|
|
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raptor-mouth-inside
|
|
||||||
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|
|
||||||
rotate: 90
|
|
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raptor-saddle-strap-back
|
|
||||||
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|
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raptor-saddle-strap-front
|
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|
|
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raptor-saddle-w-shadow
|
|
||||||
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|
|
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raptor-tail-shadow
|
|
||||||
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|
|
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raptor-tongue
|
|
||||||
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|
|
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|
|
||||||
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|
|
||||||
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|
|
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|
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||||||
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|
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stirrup-strap
|
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torso
|
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Loading…
x
Reference in New Issue
Block a user