[unity] Updated shaders to Unity 5.6.

This commit is contained in:
pharan 2017-06-29 17:14:55 +08:00
parent 216441ac4a
commit f1aa76570f
11 changed files with 70 additions and 35 deletions

View File

@ -26,7 +26,7 @@ struct VertexInput
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////

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@ -12,7 +12,7 @@ struct VertexInput
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput

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@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -283,7 +283,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -324,7 +324,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -367,7 +367,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED

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@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)

View File

@ -323,8 +323,8 @@ VertexOutput vert(VertexInput input)
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
float3 viewPos = UnityObjectToViewPos(input.vertex);
#if defined(PER_PIXEL_LIGHTING)

View File

@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _Black;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
half2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 worldPosition : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _Black;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
OUT.uv1 = IN.uv1;
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
float4 texColor = tex2D(_MainTex, IN.texcoord);
//clip(color.a - 0.01);
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (texColor.a - 0.001);
#endif
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
}
ENDCG

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@ -1,4 +1,4 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
{
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
fixed4 _Color;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//clip(color.a - 0.01);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG

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@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Spine/Bones" {
Properties {
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)