Merge branch '3.8' into 4.0-beta

This commit is contained in:
Harald Csaszar 2021-02-22 20:47:32 +01:00
commit f85907965c
11 changed files with 149 additions and 47 deletions

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@ -382,6 +382,7 @@
* Sprite shaders now provide four `Diffuse Ramp` modes as an Inspector Material parameter: `Hard`, `Soft`, `Old Hard` and `Old Soft`. In spine-unity 3.8 it defaults to `Old Hard` to keep the behaviour of existing projects unchanged. From 4.0 on it defaults to `Hard` for newly created materials while existing ones remain unchanged. Note that `Old Hard` and `Old Soft` ramp versions were using only the right half of the ramp texture, and additionally multiplying the light intensity by 2, both leading to brighter lighting than without a ramp texture active. The new ramp modes `Hard` and `Soft` use the full ramp texture and do not modify light intensity, being consistent with lighting without a ramp texture active.
* Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets in Unity 2020.1 and newer to prevent reported `BlendModeMaterialAsset` issues in these Unity versions. spine-unity 4.0 and newer will automatically perform this upgrade regardless of the Unity version.
* `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

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@ -601,7 +601,7 @@ namespace Spine.Unity.AttachmentTools {
destination.SetPixels(pixelBuffer);
destination.Apply();
} else {
Graphics.CopyTexture(source, 0, 0, (int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height, destination, 0, 0, 0, 0);
Graphics.CopyTexture(source, 0, 0, (int)sourceRect.x, (int)sourceRect.y, (int)sourceRect.width, (int)sourceRect.height, destination, 0, 0, 0, 0);
}
}
@ -646,7 +646,7 @@ namespace Spine.Unity.AttachmentTools {
/// <summary>
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
if (includeRotate && region.degrees == 90)
if (includeRotate && (region.degrees == 90 || region.degrees == 270))
return new Rect(region.x, region.y, region.height, region.width);
else
return new Rect(region.x, region.y, region.width, region.height);
@ -680,7 +680,7 @@ namespace Spine.Unity.AttachmentTools {
int x = (int)rr.x, y = (int)rr.y;
int w, h;
if (referenceRegion.degrees == 90) {
if (referenceRegion.degrees == 90 || referenceRegion.degrees == 270) {
w = (int)rr.height;
h = (int)rr.width;
} else {
@ -693,14 +693,24 @@ namespace Spine.Unity.AttachmentTools {
int offsetX = Mathf.RoundToInt((float)referenceRegion.offsetX * ((float)w / (float)referenceRegion.width));
int offsetY = Mathf.RoundToInt((float)referenceRegion.offsetY * ((float)h / (float)referenceRegion.height));
if (referenceRegion.degrees == 270) {
w = (int)rr.width;
h = (int)rr.height;
}
float u = uvRect.xMin;
float u2 = uvRect.xMax;
float v = uvRect.yMax;
float v2 = uvRect.yMin;
return new AtlasRegion {
page = page,
name = referenceRegion.name,
u = uvRect.xMin,
u2 = uvRect.xMax,
v = uvRect.yMax,
v2 = uvRect.yMin,
u = u,
u2 = u2,
v = v,
v2 = v2,
index = -1,
@ -713,6 +723,7 @@ namespace Spine.Unity.AttachmentTools {
x = x,
y = y,
rotate = referenceRegion.rotate,
degrees = referenceRegion.degrees
};
}

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@ -66,10 +66,6 @@ namespace Spine.Unity {
"\nWarning: 'Add Normals' required when not using 'Fixed Normals'!\n\nPlease\n"
+ "a) enable 'Add Normals' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n"
+ "b) enable 'Fixed Normals' at the Material.\n";
public static readonly string kAddNormalsRequiredForURPShadowsMessage =
"\nWarning: 'Add Normals' required on URP shader to receive shadows!\n\nPlease\n"
+ "a) enable 'Add Normals' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n"
+ "b) disable 'Receive Shadows' at the Material.\n";
public static readonly string kSolveTangentsMessage =
"\nWarning: 'Solve Tangents' required when using a Normal Map!\n\nPlease\n"
+ "a) enable 'Solve Tangents' at the SkeletonRenderer/SkeletonAnimation component under 'Advanced' or\n"
@ -119,10 +115,6 @@ namespace Spine.Unity {
isProblematic = true;
errorMessage += kTintBlackMessage;
}
if (IsURP3DMaterial(material) && !AreShadowsDisabled(material) && renderer.addNormals == false) {
isProblematic = true;
errorMessage += kAddNormalsRequiredForURPShadowsMessage;
}
}
return isProblematic;
}

View File

@ -5,6 +5,10 @@
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#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;
@ -18,25 +22,32 @@ 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) {
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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);
diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
#endif
return diffuseLightColor;
shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor;
}
VertexOutput vert(appdata v) {
@ -57,7 +68,11 @@ VertexOutput vert(appdata v) {
normalWS *= faceSign;
#endif
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
half3 shadowedColor;
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;
@ -67,6 +82,13 @@ VertexOutput vert(appdata v) {
o.color = color;
o.uv0 = v.uv0;
o.pos = TransformWorldToHClip(positionWS);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.pos;
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
return o;
}
@ -74,12 +96,18 @@ half4 frag(VertexOutput i) : SV_Target{
half4 tex = tex2D(_MainTex, i.uv0);
half4 col;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif
#if defined(_STRAIGHT_ALPHA_INPUT)
col.rgb = tex.rgb * i.color.rgb * tex.a;
#else
col.rgb = tex.rgb * i.color.rgb;
#endif
col.a = tex.a * i.color.a;
return col;
}

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@ -22,11 +22,9 @@ struct VaryingsSpine
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
@ -44,7 +42,19 @@ VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.positionCS = GetShadowPositionHClip(input);
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;
}

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@ -21,11 +21,9 @@ struct VaryingsSpine
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
@ -43,7 +41,17 @@ VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.positionCS = GetShadowPositionHClip(input);
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;
}

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@ -7,6 +7,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
_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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
@ -62,6 +63,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
@ -100,6 +102,7 @@ Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
// 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

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@ -5,6 +5,10 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#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;
@ -18,25 +22,32 @@ 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) {
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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);
diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
#endif
return diffuseLightColor;
shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor;
}
VertexOutput vert(appdata v) {
@ -57,7 +68,11 @@ VertexOutput vert(appdata v) {
normalWS *= faceSign;
#endif
color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
half3 shadowedColor;
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;
@ -67,6 +82,13 @@ VertexOutput vert(appdata v) {
o.color = color;
o.uv0 = v.uv0;
o.pos = TransformWorldToHClip(positionWS);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.pos;
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
return o;
}
@ -74,12 +96,18 @@ half4 frag(VertexOutput i) : SV_Target{
half4 tex = tex2D(_MainTex, i.uv0);
half4 col;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif
#if defined(_STRAIGHT_ALPHA_INPUT)
col.rgb = tex.rgb * i.color.rgb * tex.a;
#else
col.rgb = tex.rgb * i.color.rgb;
#endif
col.a = tex.a * i.color.a;
return col;
}

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@ -22,11 +22,9 @@ struct VaryingsSpine
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
@ -44,7 +42,19 @@ VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.positionCS = GetShadowPositionHClip(input);
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;
}

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@ -21,11 +21,9 @@ struct VaryingsSpine
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
@ -43,7 +41,17 @@ VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.positionCS = GetShadowPositionHClip(input);
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;
}

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@ -3,6 +3,7 @@
_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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
@ -57,6 +58,7 @@
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
#pragma vertex vert
#pragma fragment frag
@ -94,6 +96,7 @@
// 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