diff --git a/CHANGELOG.md b/CHANGELOG.md index f2c0b6110..2a4c781d9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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`. diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs index b2bd96490..2fd359ec9 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AtlasUtilities.cs @@ -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 { /// /// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down) 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 }; } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs index d838a75c1..f0a534c3b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Utility/MaterialChecks.cs @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl index c22d45e13..f84e8f0f4 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl index 97d09a81d..9d5fe34f1 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl index b1633ad24..bd02b3fc5 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader index ce7310448..436863972 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader +++ b/spine-unity/Modules/com.esotericsoftware.spine.lwrp-shaders/Shaders/Spine-SkeletonLit-LW.shader @@ -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 diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl index 02c0b6f37..d73bd55e5 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl index 453c1b4da..8a89e6aef 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl index d190c852b..069d7c338 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ShadowCasterPass-URP.hlsl @@ -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; } diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader index b9d07e1cf..9b127983f 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Spine-SkeletonLit-URP.shader @@ -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