mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Every Spine URP shader now has an Outline option to switch to the respective Outline shader variant. Closes #1824.
This commit is contained in:
parent
0b6dda9072
commit
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@ -44,6 +44,10 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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static readonly string kShaderLitLW = "Lightweight Render Pipeline/Spine/Sprite";
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static readonly string kShaderLitLW = "Lightweight Render Pipeline/Spine/Sprite";
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static readonly string kShaderLitURP = "Universal Render Pipeline/Spine/Sprite";
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static readonly string kShaderLitURP = "Universal Render Pipeline/Spine/Sprite";
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static readonly string kShaderLitURP2D = "Universal Render Pipeline/2D/Spine/Sprite";
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static readonly string kShaderLitURP2D = "Universal Render Pipeline/2D/Spine/Sprite";
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static readonly string kShaderLitURPOutline = "Universal Render Pipeline/Spine/Outline/Sprite";
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static readonly string kShaderLitURP2DOutline = "Universal Render Pipeline/2D/Spine/Outline/Sprite";
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static readonly int kSolidQueue = 2000;
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static readonly int kSolidQueue = 2000;
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static readonly int kAlphaTestQueue = 2450;
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static readonly int kAlphaTestQueue = 2450;
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static readonly int kTransparentQueue = 3000;
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static readonly int kTransparentQueue = 3000;
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@ -217,8 +221,8 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit &&
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if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit &&
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oldShader.name != kShaderVertexLitOutline && oldShader.name != kShaderPixelLitOutline && oldShader.name != kShaderUnlitOutline &&
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oldShader.name != kShaderVertexLitOutline && oldShader.name != kShaderPixelLitOutline && oldShader.name != kShaderUnlitOutline &&
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oldShader.name != kShaderLitLW &&
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oldShader.name != kShaderLitLW &&
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oldShader.name != kShaderLitURP &&
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oldShader.name != kShaderLitURP && oldShader.name != kShaderLitURPOutline &&
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oldShader.name != kShaderLitURP2D) {
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oldShader.name != kShaderLitURP2D && oldShader.name != kShaderLitURP2DOutline) {
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SetDefaultSpriteKeywords(material, newShader);
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SetDefaultSpriteKeywords(material, newShader);
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}
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}
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@ -362,15 +366,15 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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foreach (Material material in _materialEditor.targets) {
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foreach (Material material in _materialEditor.targets) {
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switch (lightMode) {
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switch (lightMode) {
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case eLightMode.VertexLit:
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case eLightMode.VertexLit:
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if (material.shader.name != kShaderVertexLit)
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if (material.shader.name != kShaderVertexLit && material.shader.name != kShaderVertexLitOutline)
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_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
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_materialEditor.SetShader(Shader.Find(kShaderVertexLit), false);
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break;
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break;
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case eLightMode.PixelLit:
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case eLightMode.PixelLit:
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if (material.shader.name != kShaderPixelLit)
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if (material.shader.name != kShaderPixelLit && material.shader.name != kShaderPixelLitOutline)
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_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
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_materialEditor.SetShader(Shader.Find(kShaderPixelLit), false);
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break;
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break;
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case eLightMode.Unlit:
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case eLightMode.Unlit:
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if (material.shader.name != kShaderUnlit)
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if (material.shader.name != kShaderUnlit && material.shader.name != kShaderUnlitOutline)
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_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
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_materialEditor.SetShader(Shader.Find(kShaderUnlit), false);
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break;
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break;
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case eLightMode.LitLightweight:
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case eLightMode.LitLightweight:
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@ -378,11 +382,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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_materialEditor.SetShader(Shader.Find(kShaderLitLW), false);
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_materialEditor.SetShader(Shader.Find(kShaderLitLW), false);
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break;
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break;
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case eLightMode.LitUniversal:
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case eLightMode.LitUniversal:
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if (material.shader.name != kShaderLitURP)
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if (material.shader.name != kShaderLitURP && material.shader.name != kShaderLitURPOutline)
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_materialEditor.SetShader(Shader.Find(kShaderLitURP), false);
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_materialEditor.SetShader(Shader.Find(kShaderLitURP), false);
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break;
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break;
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case eLightMode.LitUniversal2D:
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case eLightMode.LitUniversal2D:
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if (material.shader.name != kShaderLitURP2D)
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if (material.shader.name != kShaderLitURP2D && material.shader.name != kShaderLitURP2DOutline)
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_materialEditor.SetShader(Shader.Find(kShaderLitURP2D), false);
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_materialEditor.SetShader(Shader.Find(kShaderLitURP2D), false);
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break;
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break;
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}
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}
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@ -1003,11 +1007,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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}
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}
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static bool IsURP3DShader (MaterialEditor editor, out bool mixedValue) {
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static bool IsURP3DShader (MaterialEditor editor, out bool mixedValue) {
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return IsShaderType(kShaderLitURP, editor, out mixedValue);
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return IsShaderType(kShaderLitURP, editor, out mixedValue) ||
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IsShaderType(kShaderLitURPOutline, editor, out mixedValue);
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}
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}
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static bool IsURP2DShader (MaterialEditor editor, out bool mixedValue) {
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static bool IsURP2DShader (MaterialEditor editor, out bool mixedValue) {
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return IsShaderType(kShaderLitURP2D, editor, out mixedValue);
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return IsShaderType(kShaderLitURP2D, editor, out mixedValue) ||
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IsShaderType(kShaderLitURP2DOutline, editor, out mixedValue);
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}
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}
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static bool IsShaderType (string shaderType, MaterialEditor editor, out bool mixedValue) {
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static bool IsShaderType (string shaderType, MaterialEditor editor, out bool mixedValue) {
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@ -1047,9 +1053,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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return eLightMode.Unlit;
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return eLightMode.Unlit;
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} else if (material.shader.name == kShaderLitLW) {
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} else if (material.shader.name == kShaderLitLW) {
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return eLightMode.LitLightweight;
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return eLightMode.LitLightweight;
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} else if (material.shader.name == kShaderLitURP) {
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} else if (material.shader.name == kShaderLitURP ||
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material.shader.name == kShaderLitURPOutline) {
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return eLightMode.LitUniversal;
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return eLightMode.LitUniversal;
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} else if (material.shader.name == kShaderLitURP2D) {
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} else if (material.shader.name == kShaderLitURP2D ||
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material.shader.name == kShaderLitURP2DOutline) {
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return eLightMode.LitUniversal2D;
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return eLightMode.LitUniversal2D;
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} else { // if (material.shader.name == kShaderVertexLit || kShaderVertexLitOutline)
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} else { // if (material.shader.name == kShaderVertexLit || kShaderVertexLitOutline)
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return eLightMode.VertexLit;
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return eLightMode.VertexLit;
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core and examples. Spine Examples can be installed via the Samples tab.",
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"description": "This plugin provides the spine-unity runtime core and examples. Spine Examples can be installed via the Samples tab.",
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"version": "4.3.43",
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"version": "4.3.44",
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"unity": "2018.3",
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"unity": "2018.3",
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"author": {
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"author": {
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"name": "Esoteric Software",
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"name": "Esoteric Software",
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 0af30802537ded04e8572b42120249b5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,80 @@
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Shader "Universal Render Pipeline/2D/Spine/Outline/Skeleton" {
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Properties {
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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_Color(" Light Color", Color) = (1,1,1,1)
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_Black(" Dark Color", Color) = (0,0,0,0)
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Name "Outline"
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Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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#pragma shader_feature _ _OUTLINE_FILL_INSIDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_local _ PIXELSNAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define NO_CUTOFF_PARAM
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#include "../../Include/Spine-Input-Outline-URP.hlsl"
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#include "../../Include/Spine-Outline-Pass-URP.hlsl"
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ENDHLSL
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}
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UsePass "Universal Render Pipeline/2D/Spine/Skeleton/UNIVERSAL2D"
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}
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FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 50bfc4df5fd4cf442b1015e5ad01bdc9
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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:
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assetBundleVariant:
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@ -0,0 +1,86 @@
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Shader "Universal Render Pipeline/2D/Spine/Outline/Skeleton Lit" {
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Properties {
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[NoScaleOffset] _MaskTex("Mask", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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_Color(" Light Color", Color) = (1,1,1,1)
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_Black(" Dark Color", Color) = (0,0,0,0)
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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ENDHLSL
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SubShader {
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// UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
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Cull Off
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ZWrite Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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Name "Outline"
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Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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#pragma shader_feature _ _OUTLINE_FILL_INSIDE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_local _ PIXELSNAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define NO_CUTOFF_PARAM
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#include "../../Include/Spine-Input-Outline-URP.hlsl"
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#include "../../Include/Spine-Outline-Pass-URP.hlsl"
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ENDHLSL
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}
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UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNIVERSAL2D"
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UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/NORMALS"
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UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT"
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}
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FallBack "Universal Render Pipeline/2D/Spine/Skeleton"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: debb879e3f89c5f41ac0ab285486e162
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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:
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assetBundleVariant:
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@ -0,0 +1,119 @@
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Shader "Universal Render Pipeline/2D/Spine/Outline/Sprite"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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_MaskTex("Mask", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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|
_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
|
||||||
|
|
||||||
|
_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
|
||||||
|
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
|
||||||
|
_Black("Dark Color", Color) = (0,0,0,0)
|
||||||
|
|
||||||
|
[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) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
HLSLINCLUDE
|
||||||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
// UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||||
|
// this Subshader will fail.
|
||||||
|
Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref[_StencilRef]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass Keep
|
||||||
|
}
|
||||||
|
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Name "Outline"
|
||||||
|
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
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
|
||||||
|
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
|
||||||
|
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
|
||||||
|
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma multi_compile_local _ PIXELSNAP_ON
|
||||||
|
|
||||||
|
#define USE_URP
|
||||||
|
#define fixed4 half4
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed half
|
||||||
|
#define NO_CUTOFF_PARAM
|
||||||
|
#include "../../Include/Spine-Input-Outline-URP.hlsl"
|
||||||
|
#include "../../Include/Spine-Outline-Pass-URP.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/2D/Spine/Sprite/UNIVERSAL2D"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/2D/Spine/Sprite/NORMALS"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/2D/Spine/Sprite/UNLIT"
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
|
||||||
|
CustomEditor "SpineSpriteShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d8278e30a6ef40244a03e6b6227ba490
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -8,6 +8,18 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
|
|||||||
_Black(" Dark Color", Color) = (0,0,0,0)
|
_Black(" Dark Color", Color) = (0,0,0,0)
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
[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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader {
|
||||||
@ -26,6 +38,7 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
|
Name "Universal2D"
|
||||||
Tags { "LightMode" = "Universal2D" }
|
Tags { "LightMode" = "Universal2D" }
|
||||||
|
|
||||||
ZWrite Off
|
ZWrite Off
|
||||||
@ -65,4 +78,5 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
|
|||||||
}
|
}
|
||||||
|
|
||||||
FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
|
FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
}
|
}
|
||||||
|
|||||||
@ -9,6 +9,18 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" {
|
|||||||
_Black(" Dark Color", Color) = (0,0,0,0)
|
_Black(" Dark Color", Color) = (0,0,0,0)
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
HLSLINCLUDE
|
HLSLINCLUDE
|
||||||
@ -29,6 +41,7 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
|
Name "Universal2D"
|
||||||
Tags { "LightMode" = "Universal2D" }
|
Tags { "LightMode" = "Universal2D" }
|
||||||
|
|
||||||
ZWrite Off
|
ZWrite Off
|
||||||
@ -183,6 +196,7 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" {
|
|||||||
|
|
||||||
Pass
|
Pass
|
||||||
{
|
{
|
||||||
|
Name "Normals"
|
||||||
Tags { "LightMode" = "NormalsRendering"}
|
Tags { "LightMode" = "NormalsRendering"}
|
||||||
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
@ -255,4 +269,6 @@ Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
FallBack "Universal Render Pipeline/2D/Spine/Skeleton"
|
FallBack "Universal Render Pipeline/2D/Spine/Skeleton"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -42,6 +42,18 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
|
|||||||
[HideInInspector] _Cull("__cull", Float) = 0.0
|
[HideInInspector] _Cull("__cull", Float) = 0.0
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
HLSLINCLUDE
|
HLSLINCLUDE
|
||||||
@ -62,6 +74,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
|
|||||||
|
|
||||||
Pass
|
Pass
|
||||||
{
|
{
|
||||||
|
Name "Universal2D"
|
||||||
Tags { "LightMode" = "Universal2D" }
|
Tags { "LightMode" = "Universal2D" }
|
||||||
Blend[_SrcBlend][_DstBlend]
|
Blend[_SrcBlend][_DstBlend]
|
||||||
ZWrite[_ZWrite]
|
ZWrite[_ZWrite]
|
||||||
@ -123,6 +136,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
|
|||||||
|
|
||||||
Pass
|
Pass
|
||||||
{
|
{
|
||||||
|
Name "Normals"
|
||||||
Tags { "LightMode" = "NormalsRendering"}
|
Tags { "LightMode" = "NormalsRendering"}
|
||||||
|
|
||||||
Blend SrcAlpha OneMinusSrcAlpha
|
Blend SrcAlpha OneMinusSrcAlpha
|
||||||
|
|||||||
@ -0,0 +1,85 @@
|
|||||||
|
Shader "Universal Render Pipeline/Spine/Outline/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
|
||||||
|
[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
|
||||||
|
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
|
||||||
|
_Color(" Light Color", Color) = (1,1,1,1)
|
||||||
|
_Black(" Dark Color", Color) = (0,0,0,0)
|
||||||
|
[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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader {
|
||||||
|
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||||
|
// this Subshader will fail.
|
||||||
|
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
LOD 100
|
||||||
|
Cull Off
|
||||||
|
ZWrite Off
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref[_StencilRef]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass Keep
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
Name "Outline"
|
||||||
|
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
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
|
||||||
|
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
|
||||||
|
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
|
||||||
|
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma multi_compile_local _ PIXELSNAP_ON
|
||||||
|
|
||||||
|
#define USE_URP
|
||||||
|
#define fixed4 half4
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed half
|
||||||
|
#define NO_CUTOFF_PARAM
|
||||||
|
#include "../Include/Spine-Input-Outline-URP.hlsl"
|
||||||
|
#include "../Include/Spine-Outline-Pass-URP.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton/FORWARD"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton/DEPTHONLY"
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Universal Render Pipeline/Unlit"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7277b883ca9a76041bbdd07e8b40567a
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,92 @@
|
|||||||
|
Shader "Universal Render Pipeline/Spine/Outline/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(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
|
||||||
|
[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
|
||||||
|
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
|
||||||
|
_Color(" Light Color", Color) = (1,1,1,1)
|
||||||
|
_Black(" Dark Color", Color) = (0,0,0,0)
|
||||||
|
[MaterialToggle(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)] _AdaptiveProbeVolumesPerPixel("APV per Pixel", Float) = 1
|
||||||
|
[MaterialToggle(_FOG)] _Fog("Fog", Float) = 0
|
||||||
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[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" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
LOD 100
|
||||||
|
Cull Off
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref[_StencilRef]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass Keep
|
||||||
|
}
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ZWrite Off
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
Name "Outline"
|
||||||
|
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
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
|
||||||
|
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
|
||||||
|
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
|
||||||
|
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma multi_compile_local _ PIXELSNAP_ON
|
||||||
|
|
||||||
|
#define USE_URP
|
||||||
|
#define fixed4 half4
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed half
|
||||||
|
#define NO_CUTOFF_PARAM
|
||||||
|
#include "../Include/Spine-Input-Outline-URP.hlsl"
|
||||||
|
#include "../Include/Spine-Outline-Pass-URP.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/FORWARDLIT"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/SHADOWCASTER"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHONLY"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHNORMALS"
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Universal Render Pipeline/Spine/Skeleton"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 18a9b010095aa104ab9b6e46d52458a0
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,126 @@
|
|||||||
|
Shader "Universal Render Pipeline/Spine/Outline/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
|
||||||
|
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
|
||||||
|
_Black("Dark Color", Color) = (0,0,0,0)
|
||||||
|
|
||||||
|
[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) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
|
}
|
||||||
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
|
||||||
|
// this Subshader will fail.
|
||||||
|
Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
|
||||||
|
LOD 150
|
||||||
|
|
||||||
|
Stencil {
|
||||||
|
Ref[_StencilRef]
|
||||||
|
Comp[_StencilComp]
|
||||||
|
Pass Keep
|
||||||
|
}
|
||||||
|
|
||||||
|
Blend One OneMinusSrcAlpha
|
||||||
|
ZWrite[_ZWrite]
|
||||||
|
Cull[_Cull]
|
||||||
|
|
||||||
|
Pass {
|
||||||
|
Name "Outline"
|
||||||
|
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||||
|
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
|
||||||
|
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
|
||||||
|
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
|
||||||
|
|
||||||
|
#pragma fragmentoption ARB_precision_hint_fastest
|
||||||
|
#pragma multi_compile_local _ PIXELSNAP_ON
|
||||||
|
|
||||||
|
#define USE_URP
|
||||||
|
#define fixed4 half4
|
||||||
|
#define fixed3 half3
|
||||||
|
#define fixed half
|
||||||
|
#define NO_CUTOFF_PARAM
|
||||||
|
#include "../Include/Spine-Input-Outline-URP.hlsl"
|
||||||
|
#include "../Include/Spine-Outline-Pass-URP.hlsl"
|
||||||
|
ENDHLSL
|
||||||
|
}
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Sprite/FORWARDLIT"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Sprite/SHADOWCASTER"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHONLY"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHNORMALS"
|
||||||
|
|
||||||
|
UsePass "Universal Render Pipeline/Spine/Sprite/UNLIT"
|
||||||
|
}
|
||||||
|
|
||||||
|
FallBack "Universal Render Pipeline/Spine/Skeleton"
|
||||||
|
CustomEditor "SpineSpriteShaderGUI"
|
||||||
|
}
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5f0e279006e63be4cabec163b48d0ed7
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -9,6 +9,18 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
|
|||||||
_Black(" Dark Color", Color) = (0,0,0,0)
|
_Black(" Dark Color", Color) = (0,0,0,0)
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
[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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader {
|
||||||
@ -141,4 +153,5 @@ Shader "Universal Render Pipeline/Spine/Skeleton" {
|
|||||||
}
|
}
|
||||||
|
|
||||||
FallBack "Universal Render Pipeline/Unlit"
|
FallBack "Universal Render Pipeline/Unlit"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
}
|
}
|
||||||
|
|||||||
@ -14,6 +14,18 @@ Shader "Universal Render Pipeline/Spine/Skeleton Lit" {
|
|||||||
[MaterialToggle(_FOG)] _Fog("Fog", Float) = 0
|
[MaterialToggle(_FOG)] _Fog("Fog", Float) = 0
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader {
|
SubShader {
|
||||||
@ -202,4 +214,5 @@ Shader "Universal Render Pipeline/Spine/Skeleton Lit" {
|
|||||||
}
|
}
|
||||||
|
|
||||||
FallBack "Universal Render Pipeline/Spine/Skeleton"
|
FallBack "Universal Render Pipeline/Spine/Skeleton"
|
||||||
|
CustomEditor "SpineShaderWithOutlineGUI"
|
||||||
}
|
}
|
||||||
|
|||||||
@ -48,6 +48,18 @@ Shader "Universal Render Pipeline/Spine/Sprite"
|
|||||||
[HideInInspector] _Cull("__cull", Float) = 0.0
|
[HideInInspector] _Cull("__cull", Float) = 0.0
|
||||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
|
||||||
|
|
||||||
|
// Outline properties are drawn via custom editor.
|
||||||
|
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||||
|
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||||
|
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||||
|
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||||
|
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||||
|
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
|
|||||||
@ -1,8 +1,8 @@
|
|||||||
{
|
{
|
||||||
"name": "com.esotericsoftware.spine.urp-shaders",
|
"name": "com.esotericsoftware.spine.urp-shaders",
|
||||||
"displayName": "Spine Universal RP Shaders",
|
"displayName": "Spine Universal RP Shaders",
|
||||||
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.3.20 or newer.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.3.44 or newer.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
|
||||||
"version": "4.3.24",
|
"version": "4.3.25",
|
||||||
"unity": "2019.3",
|
"unity": "2019.3",
|
||||||
"author": {
|
"author": {
|
||||||
"name": "Esoteric Software",
|
"name": "Esoteric Software",
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user