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JA
2026-06-27 03:37:32 +08:00
parent 3059e71422
commit 7969e2e35d
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{
"name": "spine-unity",
"references": [
"Unity.ugui"
]
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Spine;
namespace Spine.Unity {
/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
[CreateAssetMenu(fileName = "New Spine Atlas Asset", menuName = "Spine/Spine Atlas Asset")]
public class SpineAtlasAsset : AtlasAssetBase {
public TextAsset atlasFile;
public Material[] materials;
protected Atlas atlas;
public override bool IsLoaded { get { return this.atlas != null; } }
public override IEnumerable<Material> Materials { get { return materials; } }
public override int MaterialCount { get { return materials == null ? 0 : materials.Length; } }
public override Material PrimaryMaterial { get { return materials[0]; } }
#region Runtime Instantiation
/// <summary>
/// Creates a runtime AtlasAsset</summary>
public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Material[] materials, bool initialize) {
SpineAtlasAsset atlasAsset = ScriptableObject.CreateInstance<SpineAtlasAsset>();
atlasAsset.Reset();
atlasAsset.atlasFile = atlasText;
atlasAsset.materials = materials;
if (initialize)
atlasAsset.GetAtlas();
return atlasAsset;
}
/// <summary>
/// Creates a runtime AtlasAsset. Only providing the textures is slower because it has to search for atlas page matches. <seealso cref="Spine.Unity.SpineAtlasAsset.CreateRuntimeInstance(TextAsset, Material[], bool)"/></summary>
public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures, Material materialPropertySource, bool initialize) {
// Get atlas page names.
string atlasString = atlasText.text;
atlasString = atlasString.Replace("\r", "");
string[] atlasLines = atlasString.Split('\n');
var pages = new List<string>();
for (int i = 0; i < atlasLines.Length - 1; i++) {
if (atlasLines[i].Trim().Length == 0)
pages.Add(atlasLines[i + 1].Trim().Replace(".png", ""));
}
// Populate Materials[] by matching texture names with page names.
var materials = new Material[pages.Count];
for (int i = 0, n = pages.Count; i < n; i++) {
Material mat = null;
// Search for a match.
string pageName = pages[i];
for (int j = 0, m = textures.Length; j < m; j++) {
if (string.Equals(pageName, textures[j].name, System.StringComparison.OrdinalIgnoreCase)) {
// Match found.
mat = new Material(materialPropertySource);
mat.mainTexture = textures[j];
break;
}
}
if (mat != null)
materials[i] = mat;
else
throw new ArgumentException("Could not find matching atlas page in the texture array.");
}
// Create AtlasAsset normally
return CreateRuntimeInstance(atlasText, materials, initialize);
}
/// <summary>
/// Creates a runtime AtlasAsset. Only providing the textures is slower because it has to search for atlas page matches. <seealso cref="Spine.Unity.AtlasAssetBase.CreateRuntimeInstance(TextAsset, Material[], bool)"/></summary>
public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures, Shader shader, bool initialize) {
if (shader == null)
shader = Shader.Find("Spine/Skeleton");
Material materialProperySource = new Material(shader);
var oa = CreateRuntimeInstance(atlasText, textures, materialProperySource, initialize);
return oa;
}
#endregion
void Reset () {
Clear();
}
public override void Clear () {
atlas = null;
}
/// <returns>The atlas or null if it could not be loaded.</returns>
public override Atlas GetAtlas () {
if (atlasFile == null) {
Debug.LogError("Atlas file not set for atlas asset: " + name, this);
Clear();
return null;
}
if (materials == null || materials.Length == 0) {
Debug.LogError("Materials not set for atlas asset: " + name, this);
Clear();
return null;
}
if (atlas != null) return atlas;
try {
atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
atlas.FlipV();
return atlas;
} catch (Exception ex) {
Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
return null;
}
}
public Mesh GenerateMesh (string name, Mesh mesh, out Material material, float scale = 0.01f) {
AtlasRegion region = atlas.FindRegion(name);
material = null;
if (region != null) {
if (mesh == null) {
mesh = new Mesh();
mesh.name = name;
}
Vector3[] verts = new Vector3[4];
Vector2[] uvs = new Vector2[4];
Color[] colors = { Color.white, Color.white, Color.white, Color.white };
int[] triangles = { 0, 1, 2, 2, 3, 0 };
float left, right, top, bottom;
left = region.width / -2f;
right = left * -1f;
top = region.height / 2f;
bottom = top * -1;
verts[0] = new Vector3(left, bottom, 0) * scale;
verts[1] = new Vector3(left, top, 0) * scale;
verts[2] = new Vector3(right, top, 0) * scale;
verts[3] = new Vector3(right, bottom, 0) * scale;
float u, v, u2, v2;
u = region.u;
v = region.v;
u2 = region.u2;
v2 = region.v2;
if (!region.rotate) {
uvs[0] = new Vector2(u, v2);
uvs[1] = new Vector2(u, v);
uvs[2] = new Vector2(u2, v);
uvs[3] = new Vector2(u2, v2);
} else {
uvs[0] = new Vector2(u2, v2);
uvs[1] = new Vector2(u, v2);
uvs[2] = new Vector2(u, v);
uvs[3] = new Vector2(u2, v);
}
mesh.triangles = new int[0];
mesh.vertices = verts;
mesh.uv = uvs;
mesh.colors = colors;
mesh.triangles = triangles;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
material = (Material)region.page.rendererObject;
} else {
mesh = null;
}
return mesh;
}
}
public class MaterialsTextureLoader : TextureLoader {
SpineAtlasAsset atlasAsset;
public MaterialsTextureLoader (SpineAtlasAsset atlasAsset) {
this.atlasAsset = atlasAsset;
}
public void Load (AtlasPage page, string path) {
String name = Path.GetFileNameWithoutExtension(path);
Material material = null;
foreach (Material other in atlasAsset.materials) {
if (other.mainTexture == null) {
Debug.LogError("Material is missing texture: " + other.name, other);
return;
}
if (other.mainTexture.name == name) {
material = other;
break;
}
}
if (material == null) {
Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
return;
}
page.rendererObject = material;
// Very old atlas files expected the texture's actual size to be used at runtime.
if (page.width == 0 || page.height == 0) {
page.width = material.mainTexture.width;
page.height = material.mainTexture.height;
}
}
public void Unload (object texture) { }
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_2_OR_NEWER
#define EXPOSES_SPRITE_ATLAS_UTILITIES
#endif
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using Spine;
using UnityEngine.U2D;
#if UNITY_EDITOR
using UnityEditor;
using System.Reflection;
#endif
namespace Spine.Unity {
/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
[CreateAssetMenu(fileName = "New Spine SpriteAtlas Asset", menuName = "Spine/Spine SpriteAtlas Asset")]
public class SpineSpriteAtlasAsset : AtlasAssetBase {
public SpriteAtlas spriteAtlasFile;
public Material[] materials;
protected Atlas atlas;
public bool updateRegionsInPlayMode;
[System.Serializable]
protected class SavedRegionInfo {
public float x, y, width, height;
public SpritePackingRotation packingRotation;
}
[SerializeField] protected SavedRegionInfo[] savedRegions;
public override bool IsLoaded { get { return this.atlas != null; } }
public override IEnumerable<Material> Materials { get { return materials; } }
public override int MaterialCount { get { return materials == null ? 0 : materials.Length; } }
public override Material PrimaryMaterial { get { return materials[0]; } }
#if UNITY_EDITOR
static MethodInfo GetPackedSpritesMethod, GetPreviewTexturesMethod;
#if !EXPOSES_SPRITE_ATLAS_UTILITIES
static MethodInfo PackAtlasesMethod;
#endif
#endif
#region Runtime Instantiation
/// <summary>
/// Creates a runtime AtlasAsset</summary>
public static SpineSpriteAtlasAsset CreateRuntimeInstance (SpriteAtlas spriteAtlasFile, Material[] materials, bool initialize) {
SpineSpriteAtlasAsset atlasAsset = ScriptableObject.CreateInstance<SpineSpriteAtlasAsset>();
atlasAsset.Reset();
atlasAsset.spriteAtlasFile = spriteAtlasFile;
atlasAsset.materials = materials;
if (initialize)
atlasAsset.GetAtlas();
return atlasAsset;
}
#endregion
void Reset () {
Clear();
}
public override void Clear () {
atlas = null;
}
/// <returns>The atlas or null if it could not be loaded.</returns>
public override Atlas GetAtlas () {
if (spriteAtlasFile == null) {
Debug.LogError("SpriteAtlas file not set for SpineSpriteAtlasAsset: " + name, this);
Clear();
return null;
}
if (materials == null || materials.Length == 0) {
Debug.LogError("Materials not set for SpineSpriteAtlasAsset: " + name, this);
Clear();
return null;
}
if (atlas != null) return atlas;
try {
atlas = LoadAtlas(spriteAtlasFile);
return atlas;
} catch (Exception ex) {
Debug.LogError("Error analyzing SpriteAtlas for SpineSpriteAtlasAsset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
return null;
}
}
protected void AssignRegionsFromSavedRegions (Sprite[] sprites, Atlas usedAtlas) {
if (savedRegions == null || savedRegions.Length != sprites.Length)
return;
int i = 0;
foreach (var region in usedAtlas) {
var savedRegion = savedRegions[i];
var page = region.page;
region.degrees = savedRegion.packingRotation == SpritePackingRotation.None ? 0 : 90;
region.rotate = region.degrees != 0;
float x = savedRegion.x;
float y = savedRegion.y;
float width = savedRegion.width;
float height = savedRegion.height;
region.u = x / (float)page.width;
region.v = y / (float)page.height;
if (region.rotate) {
region.u2 = (x + height) / (float)page.width;
region.v2 = (y + width) / (float)page.height;
}
else {
region.u2 = (x + width) / (float)page.width;
region.v2 = (y + height) / (float)page.height;
}
region.x = (int)x;
region.y = (int)y;
region.width = Math.Abs((int)width);
region.height = Math.Abs((int)height);
// flip upside down
var temp = region.v;
region.v = region.v2;
region.v2 = temp;
region.originalWidth = (int)width;
region.originalHeight = (int)height;
// note: currently sprite pivot offsets are ignored.
// var sprite = sprites[i];
region.offsetX = 0;//sprite.pivot.x;
region.offsetY = 0;//sprite.pivot.y;
++i;
}
}
private Atlas LoadAtlas (UnityEngine.U2D.SpriteAtlas spriteAtlas) {
List<AtlasPage> pages = new List<AtlasPage>();
List<AtlasRegion> regions = new List<AtlasRegion>();
Sprite[] sprites = new UnityEngine.Sprite[spriteAtlas.spriteCount];
spriteAtlas.GetSprites(sprites);
if (sprites.Length == 0)
return new Atlas(pages, regions);
Texture2D texture = null;
#if UNITY_EDITOR
if (!Application.isPlaying)
texture = AccessPackedTextureEditor(spriteAtlas);
else
#endif
texture = AccessPackedTexture(sprites);
Material material = materials[0];
#if !UNITY_EDITOR
material.mainTexture = texture;
#endif
Spine.AtlasPage page = new AtlasPage();
page.name = spriteAtlas.name;
page.width = texture.width;
page.height = texture.height;
page.format = Spine.Format.RGBA8888;
page.minFilter = TextureFilter.Linear;
page.magFilter = TextureFilter.Linear;
page.uWrap = TextureWrap.ClampToEdge;
page.vWrap = TextureWrap.ClampToEdge;
page.rendererObject = material;
pages.Add(page);
sprites = AccessPackedSprites(spriteAtlas);
int i = 0;
for ( ; i < sprites.Length; ++i) {
var sprite = sprites[i];
AtlasRegion region = new AtlasRegion();
region.name = sprite.name.Replace("(Clone)", "");
region.page = page;
region.degrees = sprite.packingRotation == SpritePackingRotation.None ? 0 : 90;
region.rotate = region.degrees != 0;
region.u2 = 1;
region.v2 = 1;
region.width = page.width;
region.height = page.height;
region.originalWidth = page.width;
region.originalHeight = page.height;
region.index = i;
regions.Add(region);
}
var atlas = new Atlas(pages, regions);
AssignRegionsFromSavedRegions(sprites, atlas);
return atlas;
}
#if UNITY_EDITOR
public static void UpdateByStartingEditorPlayMode () {
EditorApplication.isPlaying = true;
}
public static bool AnySpriteAtlasNeedsRegionsLoaded () {
string[] guids = UnityEditor.AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
foreach (var guid in guids) {
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
if (!string.IsNullOrEmpty(path)) {
var atlasAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(path);
if (atlasAsset) {
if (atlasAsset.RegionsNeedLoading)
return true;
}
}
}
return false;
}
public static void UpdateWhenEditorPlayModeStarted () {
if (!EditorApplication.isPlaying)
return;
EditorApplication.update -= UpdateWhenEditorPlayModeStarted;
string[] guids = UnityEditor.AssetDatabase.FindAssets("t:SpineSpriteAtlasAsset");
if (guids.Length == 0)
return;
Debug.Log("Updating SpineSpriteAtlasAssets");
foreach (var guid in guids) {
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
if (!string.IsNullOrEmpty(path)) {
var atlasAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<SpineSpriteAtlasAsset>(path);
if (atlasAsset) {
atlasAsset.atlas = atlasAsset.LoadAtlas(atlasAsset.spriteAtlasFile);
atlasAsset.LoadRegionsInEditorPlayMode();
Debug.Log(string.Format("Updated regions of '{0}'", atlasAsset.name), atlasAsset);
}
}
}
EditorApplication.isPlaying = false;
}
public bool RegionsNeedLoading {
get { return savedRegions == null || savedRegions.Length == 0 || updateRegionsInPlayMode; }
}
public void LoadRegionsInEditorPlayMode () {
Sprite[] sprites = null;
System.Type T = Type.GetType("UnityEditor.U2D.SpriteAtlasExtensions,UnityEditor");
var method = T.GetMethod("GetPackedSprites", BindingFlags.NonPublic | BindingFlags.Static);
if (method != null) {
object retval = method.Invoke(null, new object[] { spriteAtlasFile });
var spritesArray = retval as Sprite[];
if (spritesArray != null && spritesArray.Length > 0) {
sprites = spritesArray;
}
}
if (sprites == null) {
sprites = new UnityEngine.Sprite[spriteAtlasFile.spriteCount];
spriteAtlasFile.GetSprites(sprites);
}
if (sprites.Length == 0) {
Debug.LogWarning(string.Format("SpriteAtlas '{0}' contains no sprites. Please make sure all assigned images are set to import type 'Sprite'.", spriteAtlasFile.name), spriteAtlasFile);
return;
}
else if (sprites[0].packingMode == SpritePackingMode.Tight) {
Debug.LogError(string.Format("SpriteAtlas '{0}': Tight packing is not supported. Please disable 'Tight Packing' in the SpriteAtlas Inspector.", spriteAtlasFile.name), spriteAtlasFile);
return;
}
if (savedRegions == null || savedRegions.Length != sprites.Length)
savedRegions = new SavedRegionInfo[sprites.Length];
int i = 0;
foreach (var region in atlas) {
var sprite = sprites[i];
var rect = sprite.textureRect;
float x = rect.min.x;
float y = rect.min.y;
float width = rect.width;
float height = rect.height;
var savedRegion = new SavedRegionInfo();
savedRegion.x = x;
savedRegion.y = y;
savedRegion.width = width;
savedRegion.height = height;
savedRegion.packingRotation = sprite.packingRotation;
savedRegions[i] = savedRegion;
++i;
}
updateRegionsInPlayMode = false;
AssignRegionsFromSavedRegions(sprites, atlas);
EditorUtility.SetDirty(this);
AssetDatabase.SaveAssets();
}
public static Texture2D AccessPackedTextureEditor (SpriteAtlas spriteAtlas) {
#if EXPOSES_SPRITE_ATLAS_UTILITIES
UnityEditor.U2D.SpriteAtlasUtility.PackAtlases(new SpriteAtlas[] { spriteAtlas }, EditorUserBuildSettings.activeBuildTarget);
#else
/*if (PackAtlasesMethod == null) {
System.Type T = Type.GetType("UnityEditor.U2D.SpriteAtlasUtility,UnityEditor");
PackAtlasesMethod = T.GetMethod("PackAtlases", BindingFlags.NonPublic | BindingFlags.Static);
}
if (PackAtlasesMethod != null) {
PackAtlasesMethod.Invoke(null, new object[] { new SpriteAtlas[] { spriteAtlas }, EditorUserBuildSettings.activeBuildTarget });
}*/
#endif
if (GetPreviewTexturesMethod == null) {
System.Type T = Type.GetType("UnityEditor.U2D.SpriteAtlasExtensions,UnityEditor");
GetPreviewTexturesMethod = T.GetMethod("GetPreviewTextures", BindingFlags.NonPublic | BindingFlags.Static);
}
if (GetPreviewTexturesMethod != null) {
object retval = GetPreviewTexturesMethod.Invoke(null, new object[] { spriteAtlas });
var textures = retval as Texture2D[];
if (textures.Length > 0)
return textures[0];
}
return null;
}
#endif
public static Texture2D AccessPackedTexture (Sprite[] sprites) {
return sprites[0].texture;
}
public static Sprite[] AccessPackedSprites (UnityEngine.U2D.SpriteAtlas spriteAtlas) {
Sprite[] sprites = null;
#if UNITY_EDITOR
if (!Application.isPlaying) {
if (GetPackedSpritesMethod == null) {
System.Type T = Type.GetType("UnityEditor.U2D.SpriteAtlasExtensions,UnityEditor");
GetPackedSpritesMethod = T.GetMethod("GetPackedSprites", BindingFlags.NonPublic | BindingFlags.Static);
}
if (GetPackedSpritesMethod != null) {
object retval = GetPackedSpritesMethod.Invoke(null, new object[] { spriteAtlas });
var spritesArray = retval as Sprite[];
if (spritesArray != null && spritesArray.Length > 0) {
sprites = spritesArray;
}
}
}
#endif
if (sprites == null) {
sprites = new UnityEngine.Sprite[spriteAtlas.spriteCount];
spriteAtlas.GetSprites(sprites);
if (sprites.Length == 0)
return null;
}
return sprites;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Not for optimization. Do not disable.
#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
//#define SPINE_DEBUG
using UnityEngine;
using System;
using System.Collections.Generic;
namespace Spine.Unity {
public static class SpineMesh {
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewSkeletonMesh () {
var m = new Mesh();
m.MarkDynamic();
m.name = "Skeleton Mesh";
m.hideFlags = SpineMesh.MeshHideflags;
return m;
}
}
/// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
public struct SubmeshInstruction {
public Skeleton skeleton;
public int startSlot;
public int endSlot;
public Material material;
public bool forceSeparate;
public int preActiveClippingSlotSource;
#if SPINE_TRIANGLECHECK
// Cached values because they are determined in the process of generating instructions,
// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
public int rawTriangleCount;
public int rawVertexCount;
public int rawFirstVertexIndex;
public bool hasClipping;
#endif
/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
public int SlotCount { get { return endSlot - startSlot; } }
public override string ToString () {
return
string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
startSlot,
endSlot - 1,
material == null ? "<none>" : material.name,
preActiveClippingSlotSource
);
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: f834c8746034db645a52a9506ff1de89
timeCreated: 1455416715
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -1,156 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if SPINE_TK2D
using System;
using UnityEngine;
using Spine;
// MITCH: handle TPackerCW flip mode (probably not swap uv horizontaly)
namespace Spine.Unity.TK2D {
public class SpriteCollectionAttachmentLoader : AttachmentLoader {
private tk2dSpriteCollectionData sprites;
private float u, v, u2, v2;
private bool regionRotated;
private float regionOriginalWidth, regionOriginalHeight;
private float regionWidth, regionHeight;
private float regionOffsetX, regionOffsetY;
private Material material;
public SpriteCollectionAttachmentLoader (tk2dSpriteCollectionData sprites) {
if (sprites == null)
throw new ArgumentNullException("sprites cannot be null.");
this.sprites = sprites;
}
private void ProcessSpriteDefinition (String name) {
// Strip folder names.
int index = name.LastIndexOfAny(new char[] {'/', '\\'});
if (index != -1)
name = name.Substring(index + 1);
tk2dSpriteDefinition def = sprites.inst.GetSpriteDefinition(name);
if (def == null) {
Debug.Log("Sprite not found in atlas: " + name, sprites);
throw new Exception("Sprite not found in atlas: " + name);
}
if (def.complexGeometry)
throw new NotImplementedException("Complex geometry is not supported: " + name);
if (def.flipped == tk2dSpriteDefinition.FlipMode.TPackerCW)
throw new NotImplementedException("Only 2D Toolkit atlases are supported: " + name);
Vector2 minTexCoords = Vector2.one, maxTexCoords = Vector2.zero;
for (int i = 0; i < def.uvs.Length; ++i) {
Vector2 uv = def.uvs[i];
minTexCoords = Vector2.Min(minTexCoords, uv);
maxTexCoords = Vector2.Max(maxTexCoords, uv);
}
regionRotated = def.flipped == tk2dSpriteDefinition.FlipMode.Tk2d;
if (regionRotated) {
float temp = minTexCoords.x;
minTexCoords.x = maxTexCoords.x;
maxTexCoords.x = temp;
}
u = minTexCoords.x;
v = maxTexCoords.y;
u2 = maxTexCoords.x;
v2 = minTexCoords.y;
regionOriginalWidth = (int)(def.untrimmedBoundsData[1].x / def.texelSize.x);
regionOriginalHeight = (int)(def.untrimmedBoundsData[1].y / def.texelSize.y);
regionWidth = (int)(def.boundsData[1].x / def.texelSize.x);
regionHeight = (int)(def.boundsData[1].y / def.texelSize.y);
float x0 = def.untrimmedBoundsData[0].x - def.untrimmedBoundsData[1].x / 2;
float x1 = def.boundsData[0].x - def.boundsData[1].x / 2;
regionOffsetX = (int)((x1 - x0) / def.texelSize.x);
float y0 = def.untrimmedBoundsData[0].y - def.untrimmedBoundsData[1].y / 2;
float y1 = def.boundsData[0].y - def.boundsData[1].y / 2;
regionOffsetY = (int)((y1 - y0) / def.texelSize.y);
material = def.materialInst;
}
public RegionAttachment NewRegionAttachment (Skin skin, String name, String path) {
ProcessSpriteDefinition(path);
RegionAttachment region = new RegionAttachment(name);
region.Path = path;
region.RendererObject = material;
region.SetUVs(u, v, u2, v2, regionRotated);
region.RegionOriginalWidth = regionOriginalWidth;
region.RegionOriginalHeight = regionOriginalHeight;
region.RegionWidth = regionWidth;
region.RegionHeight = regionHeight;
region.RegionOffsetX = regionOffsetX;
region.RegionOffsetY = regionOffsetY;
return region;
}
public MeshAttachment NewMeshAttachment (Skin skin, String name, String path) {
ProcessSpriteDefinition(path);
MeshAttachment mesh = new MeshAttachment(name);
mesh.Path = path;
mesh.RendererObject = material;
mesh.RegionU = u;
mesh.RegionV = v;
mesh.RegionU2 = u2;
mesh.RegionV2 = v2;
mesh.RegionRotate = regionRotated;
mesh.RegionOriginalWidth = regionOriginalWidth;
mesh.RegionOriginalHeight = regionOriginalHeight;
mesh.RegionWidth = regionWidth;
mesh.RegionHeight = regionHeight;
mesh.RegionOffsetX = regionOffsetX;
mesh.RegionOffsetY = regionOffsetY;
return mesh;
}
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, String name) {
return new BoundingBoxAttachment(name);
}
public PathAttachment NewPathAttachment (Skin skin, string name) {
return new PathAttachment(name);
}
public PointAttachment NewPointAttachment (Skin skin, string name) {
return new PointAttachment(name);
}
public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
return new ClippingAttachment(name);
}
}
}
#endif

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@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 03238e4a73953c045a6cb289162532f3
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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@@ -1,128 +0,0 @@
// Spine/Skeleton PMA Multiply
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass
Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend DstColor OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _Color;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 8bdcdc7ee298e594a9c20c61d25c33b6
timeCreated: 1496446742
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,128 +0,0 @@
// Spine/Skeleton PMA Screen
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass
Shader "Spine/Blend Modes/Skeleton PMA Screen" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float4 _Color;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 4e8caa36c07aacf4ab270da00784e4d9
timeCreated: 1496448787
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,27 +0,0 @@
#ifndef SKELETON_TINT_COMMON_INCLUDED
#define SKELETON_TINT_COMMON_INCLUDED
float4 fragTintedColor(float4 texColor, float3 darkTintColor, float4 lightTintColorPMA, float lightColorAlpha, float darkColorAlpha) {
float a = texColor.a * lightTintColorPMA.a;
#if !defined(_STRAIGHT_ALPHA_INPUT)
float3 texDarkColor = (texColor.a - texColor.rgb);
#else
float3 texDarkColor = (1 - texColor.rgb);
#endif
float3 darkColor = texDarkColor * darkTintColor.rgb * lightColorAlpha;
float3 lightColor = texColor.rgb * lightTintColorPMA.rgb;
float4 fragColor = float4(darkColor + lightColor, a);
#if defined(_STRAIGHT_ALPHA_INPUT)
fragColor.rgb *= texColor.a;
#endif
#if defined(_DARK_COLOR_ALPHA_ADDITIVE)
fragColor.a = a * (1 - darkColorAlpha);
#endif
return fragColor;
}
#endif

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: cc9439c8e75fb7e4c82ad725b649b047
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,46 +0,0 @@
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Screen"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Screen"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: e61a8d94e453ff641a7e39c4b11cac95
timeCreated: 1573829476
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,75 +0,0 @@
// Outline shader variant of "Spine/SkeletonGraphic"
Shader "Spine/Outline/SkeletonGraphic"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutlineGraphic
#pragma fragment fragOutline
#define SKELETON_GRAPHIC
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "../CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
UsePass "Spine/SkeletonGraphic/NORMAL"
}
FallBack "Spine/SkeletonGraphic"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 8f5d14d2a7fedb84998c50eb96c8b748
timeCreated: 1573829873
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,68 +0,0 @@
// Outline shader variant of "Spine/SkeletonGraphic Tint Black"
Shader "Spine/Outline/SkeletonGraphic Tint Black"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
UsePass "Spine/Outline/SkeletonGraphic/OUTLINE"
UsePass "Spine/SkeletonGraphic Tint Black/NORMAL"
}
FallBack "Spine/SkeletonGraphic Tint Black"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: d55d64dd09c46af40a319933a62fa1b2
timeCreated: 1573830121
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,46 +0,0 @@
// Outline shader variant of "Spine/Skeleton Tint"
Shader "Spine/Outline/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint/NORMAL"
UsePass "Spine/Skeleton Tint/CASTER"
}
FallBack "Spine/Skeleton Tint"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 4f1fdc166fed03649835949d3b79cba3
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,47 +0,0 @@
// Outline shader variant of "Spine/Skeleton Tint Black"
Shader "Spine/Outline/Skeleton Tint Black" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint Black/NORMAL"
UsePass "Spine/Skeleton Tint Black/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 49cf725a1e40e7742be92917f83946c3
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,43 +0,0 @@
// Outline shader variant of "Spine/Special/Skeleton Grayscale"
Shader "Spine/Outline/Special/Skeleton Grayscale" {
Properties {
_GrayPhase ("Phase", Range(0, 1)) = 1
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Special/Skeleton Grayscale/NORMAL"
UsePass "Spine/Special/Skeleton Grayscale/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 1d3e1518ae643a749b086bc7972893d2
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 615182d5e489bf3478299e5bbf15dc23
folderAsset: yes
timeCreated: 1573830740
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,81 +0,0 @@
// Outline shader variant of "Spine/Sprite/Pixel Lit"
Shader "Spine/Outline/Sprite/Pixel Lit"
{
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)
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
_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
[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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 200
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Pixel Lit/FORWARD"
UsePass "Spine/Sprite/Pixel Lit/FORWARD_DELTA"
UsePass "Spine/Sprite/Pixel Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Pixel Lit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: a27d4b27c8ecd9840a03558ccc5ad8a3
timeCreated: 1573830741
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,61 +0,0 @@
// Outline shader variant of "Spine/Sprite/Unlit"
Shader "Spine/Outline/Sprite/Unlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_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
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Unlit/NORMAL"
UsePass "Spine/Sprite/Unlit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Unlit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 276c07e3bdd5719458187a5823e9d96a
timeCreated: 1573830740
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,80 +0,0 @@
// Outline shader variant of "Spine/Sprite/Vertex Lit"
Shader "Spine/Outline/Sprite/Vertex Lit"
{
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
[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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Vertex Lit/VERTEX"
UsePass "Spine/Sprite/Vertex Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Vertex Lit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 30ef5dd318033004588a6481c092416a
timeCreated: 1573830740
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,148 +0,0 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic Tint Black"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 darkColor : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _Black;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
return OUT;
}
sampler2D _MainTex;
#include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(texColor.a - 0.001);
#endif
float4 vertexColor = IN.color * float4(_Color.rgb * _Color.a, _Color.a);
#ifdef _CANVAS_GROUP_COMPATIBLE
// CanvasGroup alpha multiplies existing vertex color alpha, but
// does not premultiply it to rgb components. This causes problems
// with additive blending (alpha = 0), which is why we store the
// alpha value in uv2.g (darkColor.a).
float originalAlpha = IN.darkColor.a;
float canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha;
vertexColor.a = originalAlpha * _Color.a;
#endif
float4 fragColor = fragTintedColor(texColor, _Black.rgb + IN.darkColor, vertexColor, _Color.a, _Black.a);
#ifdef _CANVAS_GROUP_COMPATIBLE
fragColor.rgba *= canvasAlpha;
#endif
return fragColor;
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: f64c7bc238bb2c246b8ca1912b2b6b9c
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,141 +0,0 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
half4 color = (texColor + _TextureSampleAdd) * IN.color;
#ifdef _CANVAS_GROUP_COMPATIBLE
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
color.rgb *= IN.color.a;
#endif
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,127 +0,0 @@
// Spine/Skeleton Tint
// - Two color tint
// - unlit
// - Premultiplied alpha blending (Optional straight alpha input)
// - No depth, no backface culling, no fog.
Shader "Spine/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float4 _Black;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return o;
}
#include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
return fragTintedColor(texColor, _Black.rgb, i.vertexColor, _Color.a, _Black.a);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 522f03282fd79be47b306e2ef4b593fd
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,131 +0,0 @@
// Spine/Skeleton Tint Black
// - Two color tint
// - UV2 and UV3 as Black Tint color.
// - Final black tint is (UV black data and _Black/"Black Point")
// - unlit
// - Premultiplied alpha blending (optional straight alpha input)
// - No depth, no backface culling, no fog.
Shader "Spine/Skeleton Tint Black" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _Color;
float4 _Black;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 darkColor : TEXCOORD1;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
o.uv = v.uv;
o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
o.darkColor = float3(v.uv1.r, v.uv1.g, v.uv2.r);
return o;
}
#include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
return fragTintedColor(texColor, _Black.rgb + i.darkColor, i.vertexColor, _Color.a, _Black.a);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
v2f vert (appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: deee23ab4aa38564ead2ac05e112c169
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,118 +0,0 @@
Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor;
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 1e8a610c9e01c3648bac42585e5fc676
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,127 +0,0 @@
// - Unlit
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Special/Skeleton Grayscale" {
Properties {
_GrayPhase ("Phase", Range(0, 1)) = 1
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _GrayPhase;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv = v.uv;
o.vertexColor = v.vertexColor;
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
float finalAlpha = (rawColor.a * i.vertexColor.a);
#if defined(_STRAIGHT_ALPHA_INPUT)
rawColor.rgb *= rawColor.a;
#endif
rawColor.rgb *= i.vertexColor.rgb;
float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
return fixed4(finalColor, finalAlpha);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: ea7e7c05f36541b4bb280f98ebda8ba1
timeCreated: 1492385797
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: a831a8ed72a588a48b2fb892e7f37371
folderAsset: yes
timeCreated: 1479419399
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,225 +0,0 @@
#ifndef SPRITE_LIGHTING_INCLUDED
#define SPRITE_LIGHTING_INCLUDED
//Check for using mesh normals
#if !defined(_FIXED_NORMALS_VIEWSPACE) && !defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) && !defined(_FIXED_NORMALS_MODELSPACE) && !defined(_FIXED_NORMALS_MODELSPACE_BACKFACE) && !defined(_FIXED_NORMALS_WORLDSPACE)
#define MESH_NORMALS
#endif
//Check for fixing backfacing tangents
#if defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) || defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
#define FIXED_NORMALS_BACKFACE_RENDERING
#endif
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
#if defined(MESH_NORMALS)
float3 normal : NORMAL;
#endif // _FIXED_NORMALS
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////
// Normal functions
//
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float4 _FixedNormal = float4(0, 0, 1, 1);
#endif
inline float3 getFixedNormal()
{
return _FixedNormal.xyz;
}
inline float calculateBackfacingSign(float3 worldPos)
{
//If we're using fixed normals and mesh is facing away from camera, flip tangentSign
//Unity uses a left handed coordinate system so camera always looks down the negative z axis
float3 cameraForward = float3(0,0,-1);
float3 meshWorldForward = mul((float3x3)unity_ObjectToWorld, cameraForward);
float3 toCamera = _WorldSpaceCameraPos - worldPos;
return sign(dot(toCamera, meshWorldForward));
}
inline half3 calculateSpriteWorldNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return calculateWorldNormal(vertex.normal);
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
//Rotate fixed normal by inverse view matrix to convert the fixed normal into world space
float3x3 invView = transpose((float3x3)UNITY_MATRIX_V);
return normalize(mul(invView, normal));
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normal;
#else
//Model space fixed normal.
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return calculateWorldNormal(normal);
#endif
#endif // !MESH_NORMALS
}
inline half3 calculateSpriteViewNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
return normal;
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normalize(mul((float3x3)UNITY_MATRIX_V, normal));
#else
//Model space fixed normal
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
#endif
#endif // !MESH_NORMALS
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
inline half3 calculateSpriteWorldBinormal(VertexInput vertex, half3 normalWorld, half3 tangentWorld, float backFaceSign)
{
float tangentSign = vertex.tangent.w;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
tangentSign *= backFaceSign;
#endif
return calculateWorldBinormal(normalWorld, tangentWorld, tangentSign);
}
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
#if defined(_FULLRANGE_HARD_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * attenuation;
#elif defined(_FULLRANGE_SOFT_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d * attenuation);
return lightColor * ramp;
#elif defined(_OLD_SOFT_RAMP)
// for unmodified behaviour with existing projects when
// the HARD_DIFFUSE_RAMP define was disabled in this file.
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * (attenuation * 2);
#else // _OLD_HARD_RAMP
// old default, for unmodified behaviour with existing projects,
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
return lightColor * ramp;
#endif
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Rim Lighting functions
//
#ifdef _RIM_LIGHTING
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _RimPower;
uniform fixed4 _RimColor;
#endif
inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
{
fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
float rimPower = pow(invDot, _RimPower);
float rim = saturate(rimPower * _RimColor.a);
#if defined(_DIFFUSE_RAMP)
rim = calculateDiffuseRamp(rim).r;
#endif
return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
}
#endif //_RIM_LIGHTING
////////////////////////////////////////
// Emission functions
//
#ifdef _EMISSION
uniform sampler2D _EmissionMap;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _EmissionColor;
uniform float _EmissionPower;
#endif
#define APPLY_EMISSION(diffuse, uv) diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower;
#define APPLY_EMISSION_SPECULAR(pixel, uv) pixel.rgb += (tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower) * pixel.a;
#else //!_EMISSION
#define APPLY_EMISSION(diffuse, uv)
#define APPLY_EMISSION_SPECULAR(pixel, uv)
#endif //!_EMISSION
#endif // SPRITE_LIGHTING_INCLUDED

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timeCreated: 1494092582
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defaultTextures: []
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#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
#define SPRITE_PIXEL_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "SpriteSpecular.cginc"
#include "AutoLight.cginc"
////////////////////////////////////////
// Defines
//
////////////////////////////////////////
// Vertex output struct
//
#if defined(_NORMALMAP)
#define _VERTEX_LIGHTING_INDEX TEXCOORD5
#define _LIGHT_COORD_INDEX_0 6
#define _LIGHT_COORD_INDEX_1 7
#define _FOG_COORD_INDEX 8
#else
#define _VERTEX_LIGHTING_INDEX TEXCOORD3
#define _LIGHT_COORD_INDEX_0 4
#define _LIGHT_COORD_INDEX_1 5
#define _FOG_COORD_INDEX 6
#endif // _NORMALMAP
struct VertexOutput
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 posWorld : TEXCOORD1;
half3 normalWorld : TEXCOORD2;
#if defined(_NORMALMAP)
half3 tangentWorld : TEXCOORD3;
half3 binormalWorld : TEXCOORD4;
#endif // _NORMALMAP
fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
#if defined(_FOG)
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Light calculations
//
uniform fixed4 _LightColor0;
inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld, inout fixed4 albedo)
{
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
float angleDot = max(0, dot(normalWorld, lightWorldDirection));
#if defined(_DIFFUSE_RAMP)
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
#else
fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
#endif // _DIFFUSE_RAMP
return lightDiffuse;
}
inline float3 calculateNormalWorld(VertexOutput input)
{
#if defined(_NORMALMAP)
return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld);
#else
return input.normalWorld;
#endif
}
fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld)
{
fixed3 vertexLighting = fixed3(0,0,0);
#ifdef VERTEXLIGHT_ON
//Get approximated illumination from non-important point lights
vertexLighting = Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, posWorld, normalWorld) * 0.5;
#endif
return vertexLighting;
}
fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(_SPHERICAL_HARMONICS)
fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0));
#else
fixed3 ambient = unity_AmbientSky.rgb;
#endif
return ambient;
}
#if defined(SPECULAR)
fixed4 calculateSpecularLight(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor, half3 ambient)
{
SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, ambient, unity_IndirectSpecColor.rgb);
fixed4 pixel = calculateLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
pixel.rgb += data.specular * s.alpha;
return pixel;
}
fixed4 calculateSpecularLightAdditive(SpecularCommonData s, float3 viewDir, float3 normal, float3 lightDir, float3 lightColor)
{
SpecularLightData data = calculatePhysicsBasedSpecularLight (s.specColor, s.oneMinusReflectivity, s.smoothness, normal, viewDir, lightDir, lightColor, half3(0,0,0), half3(0,0,0));
fixed4 pixel = calculateAdditiveLitPixel(fixed4(s.diffColor, s.alpha), data.lighting);
pixel.rgb += data.specular * s.alpha;
return pixel;
}
#endif //SPECULAR
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput v)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(v.vertex);
output.color = calculateVertexColor(v.color);
output.texcoord = calculateTextureCoord(v.texcoord);
output.posWorld = calculateWorldPos(v.vertex);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(output.posWorld.xyz);
#endif
output.normalWorld = calculateSpriteWorldNormal(v, backFaceSign);
output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
#if defined(_NORMALMAP)
output.tangentWorld = calculateWorldTangent(v.tangent);
output.binormalWorld = calculateSpriteWorldBinormal(v, output.normalWorld, output.tangentWorld, backFaceSign);
#endif
TRANSFER_VERTEX_TO_FRAGMENT(output)
#if defined(_FOG)
UNITY_TRANSFER_FOG(output,output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment programs
//
fixed4 fragBase(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
//Get normal direction
fixed3 normalWorld = calculateNormalWorld(input);
//Get Ambient diffuse
fixed3 ambient = calculateAmbientLight(normalWorld);
#if defined(SPECULAR)
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
//Returns pixel lit by light, texture color should inlcluded alpha
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
fixed4 pixel = calculateSpecularLight(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation, ambient + input.vertexLighting);
APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
#else
//Get primary pixel light diffuse
fixed3 diffuse = calculateLightDiffuse(input, normalWorld, texureColor);
//Combine along with vertex lighting for the base lighting pass
fixed3 lighting = ambient + diffuse + input.vertexLighting;
APPLY_EMISSION(lighting, input.texcoord)
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
#endif
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
fixed4 fragAdd(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord);
#if defined(_COLOR_ADJUST)
texureColor = adjustColor(texureColor);
#endif // _COLOR_ADJUST
ALPHA_CLIP(texureColor, input.color)
//Get normal direction
fixed3 normalWorld = calculateNormalWorld(input);
#if defined(SPECULAR)
//For directional lights _WorldSpaceLightPos0.w is set to zero
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
float attenuation = LIGHT_ATTENUATION(input);
half3 viewDir = normalize(_WorldSpaceCameraPos - input.posWorld.xyz);
fixed4 pixel = calculateSpecularLightAdditive(getSpecularData(input.texcoord.xy, texureColor, input.color), viewDir, normalWorld, lightWorldDirection, _LightColor0.rgb * attenuation);
#else
//Get light diffuse
fixed3 lighting = calculateLightDiffuse(input, normalWorld, texureColor);
fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
#endif
COLORISE_ADDITIVE(pixel)
APPLY_FOG_ADDITIVE(pixel, input)
return pixel;
}
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED

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#ifndef SPRITE_SHADOWS_INCLUDED
#define SPRITE_SHADOWS_INCLUDED
#include "ShaderShared.cginc"
////////////////////////////////////////
// Vertex structs
//
struct vertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
struct vertexOutput
{
V2F_SHADOW_CASTER;
float4 texcoordAndAlpha : TEXCOORD1;
};
////////////////////////////////////////
// Vertex program
//
vertexOutput vert(vertexInput v, float4 vertexColor : COLOR)
{
vertexOutput o;
TRANSFER_SHADOW_CASTER(o)
o.texcoordAndAlpha.xy = calculateTextureCoord(v.texcoord);
o.texcoordAndAlpha.z = 0;
o.texcoordAndAlpha.a = vertexColor.a;
return o;
}
////////////////////////////////////////
// Fragment program
//
uniform fixed _ShadowAlphaCutoff;
fixed4 frag(vertexOutput IN) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(IN.texcoordAndAlpha.xy);
clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
#endif // SPRITE_SHADOWS_INCLUDED

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guid: b7dbdfb1f55ee26459284220ad6d5bc4
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licenseType: Free
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defaultTextures: []
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#ifndef SPRITE_SPECULAR_INCLUDED
#define SPRITE_SPECULAR_INCLUDED
#include "ShaderMaths.cginc"
////////////////////////////////////////
// Specular functions
//
#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
#define SPECULAR
//ALL THESE FUNCTIONS ARE TAKEN AND ADAPTED FROM UNITY'S OWN PHYSICS BASED STANDARD SHADER
uniform float _Metallic;
uniform float _Glossiness;
uniform float _GlossMapScale;
uniform sampler2D _MetallicGlossMap;
struct SpecularLightData
{
half3 lighting;
half3 specular;
};
struct SpecularCommonData
{
half3 diffColor, specColor;
// Note: smoothness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level.
// Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots.
half oneMinusReflectivity, smoothness;
half alpha;
};
inline half2 getMetallicGloss(float2 uv)
{
half2 mg;
#ifdef _SPECULAR_GLOSSMAP
mg = tex2D(_MetallicGlossMap, uv).ra;
mg.g *= _GlossMapScale;
#else
mg.r = _Metallic;
mg.g = _Glossiness;
#endif
return mg;
}
inline half getOneMinusReflectivityFromMetallic(half metallic)
{
// We'll need oneMinusReflectivity, so
// 1-reflectivity = 1-lerp(dielectricSpec, 1, metallic) = lerp(1-dielectricSpec, 0, metallic)
// store (1-dielectricSpec) in unity_ColorSpaceDielectricSpec.a, then
// 1-reflectivity = lerp(alpha, 0, metallic) = alpha + metallic*(0 - alpha) =
// = alpha - metallic * alpha
half oneMinusDielectricSpec = unity_ColorSpaceDielectricSpec.a;
return oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
}
inline SpecularCommonData getSpecularData(float2 uv, half4 texureColor, fixed4 color)
{
half2 metallicGloss = getMetallicGloss(uv);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
fixed4 albedo = calculatePixel(texureColor, color);
half3 specColor = lerp (unity_ColorSpaceDielectricSpec.rgb, albedo, metallic);
half oneMinusReflectivity = getOneMinusReflectivityFromMetallic(metallic);
half3 diffColor = albedo * oneMinusReflectivity;
SpecularCommonData o = (SpecularCommonData)0;
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.smoothness = smoothness;
#if defined(_ALPHAPREMULTIPLY_ON) && (SHADER_TARGET >= 30)
// Reflectivity 'removes' from the rest of components, including Transparency
// outAlpha = 1-(1-alpha)*(1-reflectivity) = 1-(oneMinusReflectivity - alpha*oneMinusReflectivity) =
// = 1-oneMinusReflectivity + alpha*oneMinusReflectivity
//o.alpha = 1-oneMinusReflectivity + albedo.a*oneMinusReflectivity;
o.alpha = albedo.a;
#else
o.alpha = albedo.a;
#endif
return o;
}
inline half SmoothnessToPerceptualRoughness(half smoothness)
{
return (1 - smoothness);
}
inline half PerceptualRoughnessToRoughness(half perceptualRoughness)
{
return perceptualRoughness * perceptualRoughness;
}
// Ref: http://jcgt.org/published/0003/02/03/paper.pdf
inline half SmithJointGGXVisibilityTerm (half NdotL, half NdotV, half roughness)
{
#if 0
// Original formulation:
// lambda_v = (-1 + sqrt(a2 * (1 - NdotL2) / NdotL2 + 1)) * 0.5f;
// lambda_l = (-1 + sqrt(a2 * (1 - NdotV2) / NdotV2 + 1)) * 0.5f;
// G = 1 / (1 + lambda_v + lambda_l);
// Reorder code to be more optimal
half a = roughness;
half a2 = a * a;
half lambdaV = NdotL * sqrt((-NdotV * a2 + NdotV) * NdotV + a2);
half lambdaL = NdotV * sqrt((-NdotL * a2 + NdotL) * NdotL + a2);
// Simplify visibility term: (2.0f * NdotL * NdotV) / ((4.0f * NdotL * NdotV) * (lambda_v + lambda_l + 1e-5f));
return 0.5f / (lambdaV + lambdaL + 1e-5f); // This function is not intended to be running on Mobile,
// therefore epsilon is smaller than can be represented by half
#else
// Approximation of the above formulation (simplify the sqrt, not mathematically correct but close enough)
half a = roughness;
half lambdaV = NdotL * (NdotV * (1 - a) + a);
half lambdaL = NdotV * (NdotL * (1 - a) + a);
return 0.5f / (lambdaV + lambdaL + 1e-5f);
#endif
}
inline half GGXTerm (half NdotH, half roughness)
{
half a2 = roughness * roughness;
half d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad
return UNITY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile,
// therefore epsilon is smaller than what can be represented by half
}
inline half3 FresnelTerm (half3 F0, half cosA)
{
half t = pow5 (1 - cosA); // ala Schlick interpoliation
return F0 + (1-F0) * t;
}
inline half3 FresnelLerp (half3 F0, half F90, half cosA)
{
half t = pow5 (1 - cosA); // ala Schlick interpoliation
return lerp (F0, F90, t);
}
// Note: Disney diffuse must be multiply by diffuseAlbedo / PI. This is done outside of this function.
inline half DisneyDiffuse(half NdotV, half NdotL, half LdotH, half perceptualRoughness)
{
half fd90 = 0.5 + 2 * LdotH * LdotH * perceptualRoughness;
// Two schlick fresnel term
half lightScatter = (1 + (fd90 - 1) * pow5(1 - NdotL));
half viewScatter = (1 + (fd90 - 1) * pow5(1 - NdotV));
return lightScatter * viewScatter;
}
// Main Physically Based BRDF
// Derived from Disney work and based on Torrance-Sparrow micro-facet model
//
// BRDF = kD / pi + kS * (D * V * F) / 4
// I = BRDF * NdotL
//
// * NDF (depending on UNITY_BRDF_GGX):
// a) Normalized BlinnPhong
// b) GGX
// * Smith for Visiblity term
// * Schlick approximation for Fresnel
SpecularLightData calculatePhysicsBasedSpecularLight(half3 specColor, half oneMinusReflectivity, half smoothness, half3 normal, half3 viewDir, half3 lightdir, half3 lightColor, half3 indirectDiffuse, half3 indirectSpecular)
{
half perceptualRoughness = SmoothnessToPerceptualRoughness (smoothness);
half3 halfDir = safeNormalize (lightdir + viewDir);
// NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping
// In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts.
// but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too).
// Following define allow to control this. Set it to 0 if ALU is critical on your platform.
// This correction is interesting for GGX with SmithJoint visibility function because artifacts are more visible in this case due to highlight edge of rough surface
// Edit: Disable this code by default for now as it is not compatible with two sided lighting used in SpeedTree.
#define UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV 0
#if UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV
// The amount we shift the normal toward the view vector is defined by the dot product.
half shiftAmount = dot(normal, viewDir);
normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f) : normal;
// A re-normalization should be applied here but as the shift is small we don't do it to save ALU.
//normal = normalize(normal);
half nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here
#else
half nv = abs(dot(normal, viewDir)); // This abs allow to limit artifact
#endif
half nl = saturate(dot(normal, lightdir));
half nh = saturate(dot(normal, halfDir));
half lv = saturate(dot(lightdir, viewDir));
half lh = saturate(dot(lightdir, halfDir));
// Diffuse term
half diffuseTerm = DisneyDiffuse(nv, nl, lh, perceptualRoughness) * nl;
// Specular term
// HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm!
// BUT 1) that will make shader look significantly darker than Legacy ones
// and 2) on engine side "Non-important" lights have to be divided by Pi too in cases when they are injected into ambient SH
half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
half V = SmithJointGGXVisibilityTerm (nl, nv, roughness);
half D = GGXTerm (nh, roughness);
half specularTerm = V*D * UNITY_PI; // Torrance-Sparrow model, Fresnel is applied later
# ifdef UNITY_COLORSPACE_GAMMA
specularTerm = sqrt(max(1e-4h, specularTerm));
# endif
// specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value
specularTerm = max(0, specularTerm * nl);
// surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1)
half surfaceReduction;
# ifdef UNITY_COLORSPACE_GAMMA
surfaceReduction = 1.0 - 0.28f * roughness * perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1]
# else
surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1]
# endif
// To provide true Lambert lighting, we need to be able to kill specular completely.
specularTerm *= any(specColor) ? 1.0 : 0.0;
half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity));
SpecularLightData outData = (SpecularLightData)0;
outData.lighting = indirectDiffuse + lightColor * diffuseTerm;
outData.specular = (specularTerm * lightColor * FresnelTerm (specColor, lh)) + (surfaceReduction * indirectSpecular * FresnelLerp (specColor, grazingTerm, nv));
return outData;
}
#endif // _SPECULAR && _SPECULAR_GLOSSMAP
#endif // SPRITE_SPECULAR_INCLUDED

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#ifndef SPRITE_UNLIT_INCLUDED
#define SPRITE_UNLIT_INCLUDED
#include "ShaderShared.cginc"
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
#if defined(_FOG)
UNITY_FOG_COORDS(1)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.texcoord = calculateTextureCoord(input.texcoord);
output.color = calculateVertexColor(input.color);
#if defined(_FOG)
UNITY_TRANSFER_FOG(output,output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
fixed4 pixel = calculatePixel(texureColor, input.color);
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_UNLIT_INCLUDED

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#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
#define SPRITE_VERTEX_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "SpriteSpecular.cginc"
////////////////////////////////////////
// Defines
//
//Define to use spot lights (more expensive)
#define SPOT_LIGHTS
//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
#define PER_PIXEL_LIGHTING
#endif
//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
#undef PER_PIXEL_LIGHTING
#undef _NORMALMAP
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
//In D3D9 only have a max of 9 TEXCOORD so can't have diffuse ramping or fog or rim lighting if processing lights per pixel
#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
#undef _DIFFUSE_RAMP
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_DIFFUSE_RAMP)
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_RIM_LIGHTING)
#undef _FOG
#undef _DIFFUSE_RAMP
#else
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD9
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD10
#define _FOG_COORD_INDEX 11
#else
#define _FOG_COORD_INDEX 10
#endif
#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD8
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD9
#define _FOG_COORD_INDEX 10
#else
#define _FOG_COORD_INDEX 9
#endif
#else //!_DIFFUSE_RAMP && !_NORMALMAP
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD8
#define _FOG_COORD_INDEX 9
#else
#define _FOG_COORD_INDEX 8
#endif
#endif
#else //!PER_PIXEL_LIGHTING
#define _FOG_COORD_INDEX 2
#endif
////////////////////////////////////////
// Vertex output struct
//
struct VertexOutput
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float3 texcoord : TEXCOORD0;
#if defined(PER_PIXEL_LIGHTING)
half4 VertexLightInfo0 : TEXCOORD1;
half4 VertexLightInfo1 : TEXCOORD2;
half4 VertexLightInfo2 : TEXCOORD3;
half4 VertexLightInfo3 : TEXCOORD4;
half4 VertexLightInfo4 : TEXCOORD5;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD6;
half4 tangentWorld : TEXCOORD7;
half4 binormalWorld : TEXCOORD8;
#else
half3 normalWorld : TEXCOORD6;
half3 VertexLightInfo5 : TEXCOORD7;
#endif
#if defined(_DIFFUSE_RAMP)
half4 LightAttenuations : ATTENUATIONS;
#endif
#if defined(_RIM_LIGHTING)
float4 posWorld : _POS_WORLD_INDEX;
#endif
#else //!PER_PIXEL_LIGHTING
half3 FullLighting : TEXCOORD1;
#endif // !PER_PIXEL_LIGHTING
#if defined(_FOG)
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
#endif // _FOG
UNITY_VERTEX_OUTPUT_STEREO
};
////////////////////////////////////////
// Light calculations
//
struct VertexLightInfo
{
half3 lightDirection;
fixed3 lightColor;
#if defined(_DIFFUSE_RAMP)
float attenuation;
#endif // _DIFFUSE_RAMP
};
inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
{
VertexLightInfo lightInfo;
//For directional lights unity_LightPosition.w is set to zero
lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
// don't produce NaNs if some vertex position overlaps with the light
lengthSq = max(lengthSq, 0.000001);
lightInfo.lightDirection *= rsqrt(lengthSq);
float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);
#if defined(SPOT_LIGHTS)
//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
{
float rho = max (0, dot(lightInfo.lightDirection, unity_SpotDirection[index].xyz));
float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
attenuation *= saturate(spotAtt);
}
#endif // SPOT_LIGHTS
//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
#if defined(_DIFFUSE_RAMP)
lightInfo.lightColor = unity_LightColor[index].rgb;
lightInfo.attenuation = attenuation;
#else
lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
#endif // _DIFFUSE_RAMP
return lightInfo;
}
//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics
static const fixed3 worldUp = fixed3(0, 1, 0);
static const float skyGroundDotMul = 2.5;
static const float minEquatorMix = 0.5;
static const float equatorColorBlur = 0.33;
fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(_SPHERICAL_HARMONICS)
float upDot = dot(normalWorld, worldUp);
//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
//This simulates how directional lights get blurred using spherical harmonics
//Work out color from ground and sky, ignoring equator
float adjustedDot = upDot * skyGroundDotMul;
fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
//Work out equator lights brightness
float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
//Blur equator color with sky and ground colors based on how bright it is.
fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
//Work out 3 way lerp inc equator light
fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
//Mix the two colors together based on how bright the equator light is
return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix));
#else // !_SPHERICAL_HARMONICS
//Flat ambient is just the sky color
return unity_AmbientSky.rgb;
#endif // !_SPHERICAL_HARMONICS
}
////////////////////////////////////////
// Light Packing Functions
//
#if defined(_DIFFUSE_RAMP)
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
{
float angleDot = max(0, dot(viewNormal, lightViewDir));
fixed3 lightDiffuse = calculateRampedDiffuse(lightColor, attenuation, angleDot);
return lightDiffuse;
}
#else
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
{
float angleDot = max(0, dot(viewNormal, lightViewDir));
fixed3 lightDiffuse = attenuatedLightColor * angleDot;
return lightDiffuse;
}
#endif // _NORMALMAP
#if defined(PER_PIXEL_LIGHTING)
#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
#define VERTEX_LIGHT_0_R VertexLightInfo4.x
#define VERTEX_LIGHT_0_G VertexLightInfo4.y
#define VERTEX_LIGHT_0_B VertexLightInfo4.z
#define VERTEX_LIGHT_1_DIR VertexLightInfo1.xyz
#define VERTEX_LIGHT_1_R VertexLightInfo0.w
#define VERTEX_LIGHT_1_G VertexLightInfo1.w
#define VERTEX_LIGHT_1_B VertexLightInfo2.w
#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
#define VERTEX_LIGHT_2_R VertexLightInfo3.w
#define VERTEX_LIGHT_2_G VertexLightInfo4.w
#define VERTEX_LIGHT_2_B texcoord.z
#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
#if defined(_NORMALMAP)
#define VERTEX_LIGHT_3_R normalWorld.w
#define VERTEX_LIGHT_3_G tangentWorld.w
#define VERTEX_LIGHT_3_B binormalWorld.w
#else
#define VERTEX_LIGHT_3_R VertexLightInfo5.x
#define VERTEX_LIGHT_3_G VertexLightInfo5.y
#define VERTEX_LIGHT_3_B VertexLightInfo5.z
#endif
#if defined(_DIFFUSE_RAMP)
#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
{ \
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
}
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
}
#else
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
{ \
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
}
#endif
#define PACK_VERTEX_LIGHT(index, output, viewPos) \
{ \
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
}
#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
{ \
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
}
#if defined(SPECULAR)
#define ADD_VERTEX_LIGHT_SPEC(index, input, viewNormal, specData, combinedLightData, indirectDiffuse, indirectSpecular) \
{ \
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
SpecularLightData lightData = calculatePhysicsBasedSpecularLight(specData.specColor, specData.oneMinusReflectivity, specData.smoothness, viewNormal, fixed3(0,0,1), lightViewDir, lightColor, indirectDiffuse, indirectSpecular); \
combinedLightData.lighting += lightData.lighting; \
combinedLightData.specular += lightData.specular; \
}
#endif
#else //!PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex Only Functions
//
inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
return lightInfo.lightColor * angleDot;
}
#endif // !PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = UnityObjectToViewPos(input.vertex); //float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex); //
#if defined(FIXED_NORMALS_BACKFACE_RENDERING) || defined(_RIM_LIGHTING)
float4 powWorld = calculateWorldPos(input.vertex);
#endif
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(powWorld.xyz);
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_RIM_LIGHTING)
output.posWorld = powWorld;
#endif
PACK_VERTEX_LIGHT(0, output, viewPos)
PACK_VERTEX_LIGHT(1, output, viewPos)
PACK_VERTEX_LIGHT(2, output, viewPos)
PACK_VERTEX_LIGHT(3, output, viewPos)
output.normalWorld.xyz = calculateSpriteWorldNormal(input, backFaceSign);
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld, output.tangentWorld, backFaceSign);
#endif
#else // !PER_PIXEL_LIGHTING
//Just pack full lighting
float3 viewNormal = calculateSpriteViewNormal(input, backFaceSign);
//Get Ambient diffuse
float3 normalWorld = calculateSpriteWorldNormal(input, backFaceSign);
fixed3 ambient = calculateAmbientLight(normalWorld);
fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
output.FullLighting = ambient + diffuse;
#endif // !PER_PIXEL_LIGHTING
#if defined(_FOG)
UNITY_TRANSFER_FOG(output, output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.color) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.color)
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWorld = input.normalWorld.xyz;
#endif
//Get Ambient diffuse
fixed3 ambient = calculateAmbientLight(normalWorld);
half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
#if defined(SPECULAR)
SpecularCommonData specData = getSpecularData(input.texcoord.xy, texureColor, input.color);
SpecularLightData combinedLightData = (SpecularLightData)0;
ADD_VERTEX_LIGHT_SPEC(0, input, normalView, specData, combinedLightData, ambient, unity_IndirectSpecColor.rgb)
ADD_VERTEX_LIGHT_SPEC(1, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
ADD_VERTEX_LIGHT_SPEC(2, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
ADD_VERTEX_LIGHT_SPEC(3, input, normalView, specData, combinedLightData, fixed3(0,0,0), fixed3(0,0,0))
fixed4 pixel = calculateLitPixel(fixed4(specData.diffColor, specData.alpha), combinedLightData.lighting);
pixel.rgb += combinedLightData.specular * specData.alpha;
APPLY_EMISSION_SPECULAR(pixel, input.texcoord)
#else
//Find vertex light diffuse
fixed3 diffuse = fixed3(0,0,0);
//Add each vertex light to diffuse
ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
fixed3 lighting = ambient + diffuse;
APPLY_EMISSION(lighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
#endif
#else // !PER_PIXEL_LIGHTING
APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
#endif // !PER_PIXEL_LIGHTING
COLORISE(pixel)
APPLY_FOG(pixel, input)
return pixel;
}
#endif // SPRITE_VERTEX_LIGHTING_INCLUDED

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: c739dcf9dbcab944898d0b796e11afb9
timeCreated: 1494092582
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,446 +0,0 @@
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Sprite" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
uniform float4 _FixedNormal;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = _FixedNormal.xyz;
#if UNITY_REVERSED_Z
o.nz.z = -o.nz.z;
#endif
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: abbda12fddbb0b048a842a3835470d30
timeCreated: 1480325971
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,170 +0,0 @@
Shader "Spine/Sprite/Pixel Lit"
{
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)
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
_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
[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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 200
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
// Note: ZWrite needs to be enabled for following ForwardAdd pass, otherwise parts will look as if shining through by getting lit.
ZWrite On
ZTest LEqual
Cull [_Cull]
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION
#pragma shader_feature _RIM_LIGHTING
#pragma shader_feature _DIFFUSE_RAMP
#pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _SPHERICAL_HARMONICS
#pragma shader_feature _FOG
#pragma multi_compile_fwdbase
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment fragBase
#include "CGIncludes/SpritePixelLighting.cginc"
ENDCG
}
Pass
{
Name "FORWARD_DELTA"
Tags { "LightMode" = "ForwardAdd" }
Blend [_SrcBlend] One
ZWrite Off
ZTest LEqual
Cull [_Cull]
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _DIFFUSE_RAMP
#pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _FOG
#pragma multi_compile_fwdadd_fullshadows
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment fragAdd
#include "CGIncludes/SpritePixelLighting.cginc"
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteShadows.cginc"
ENDCG
}
}
FallBack "Spine/Sprite/Unlit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 6f7a5a97a82637f478494bc40ea8c8a2
timeCreated: 1479457857
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,107 +0,0 @@
Shader "Spine/Sprite/Unlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_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
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass
{
Name "Normal"
Blend [_SrcBlend] [_DstBlend]
Lighting Off
ZWrite [_ZWrite]
ZTest LEqual
Cull [_Cull]
Lighting Off
CGPROGRAM
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _FOG
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteUnlit.cginc"
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteShadows.cginc"
ENDCG
}
}
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 64005298b9a80bb4899eabd5140dc4a8
timeCreated: 1479457857
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,136 +0,0 @@
Shader "Spine/Sprite/Vertex Lit"
{
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
[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
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass
{
Name "Vertex"
Tags { "LightMode" = "Vertex" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
ZTest LEqual
Cull [_Cull]
Lighting On
CGPROGRAM
#pragma target 3.0
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION
#pragma shader_feature _DIFFUSE_RAMP
#pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _RIM_LIGHTING
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _SPHERICAL_HARMONICS
#pragma shader_feature _FOG
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_fog
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteVertexLighting.cginc"
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma vertex vert
#pragma fragment frag
#include "CGIncludes/SpriteShadows.cginc"
ENDCG
}
}
FallBack "Spine/Sprite/Unlit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 2ce511398fb980f41b7d316c51534590
timeCreated: 1479457856
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,298 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System;
using System.Collections;
namespace Spine.Unity {
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public abstract class SpineAttributeBase : PropertyAttribute {
public string dataField = "";
public string startsWith = "";
public bool includeNone = true;
public bool fallbackToTextField = false;
}
public class SpineBone : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Bones
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public SpineBone (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
public static Spine.Bone GetBone (string boneName, SkeletonRenderer renderer) {
return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
}
public static Spine.BoneData GetBoneData (string boneName, SkeletonDataAsset skeletonDataAsset) {
var data = skeletonDataAsset.GetSkeletonData(true);
return data.FindBone(boneName);
}
}
public class SpineSlot : SpineAttributeBase {
public bool containsBoundingBoxes = false;
/// <summary>
/// Smart popup menu for Spine Slots
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name="containsBoundingBoxes">Disables popup results that don't contain bounding box attachments when true.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public SpineSlot (string startsWith = "", string dataField = "", bool containsBoundingBoxes = false, bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.containsBoundingBoxes = containsBoundingBoxes;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
}
public class SpineAnimation : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Animations
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public SpineAnimation (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
}
public class SpineEvent : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Events (Spine.EventData)
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
/// </param>
/// <param name="fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
public bool audioOnly = false;
public SpineEvent (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false, bool audioOnly = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
this.audioOnly = audioOnly;
}
}
public class SpineIkConstraint : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine IK Constraints (Spine.IkConstraint)
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
/// </param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
public SpineIkConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
}
public class SpineTransformConstraint : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public SpineTransformConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
}
public class SpinePathConstraint : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Events (Spine.PathConstraint)
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
/// </param>
public SpinePathConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
}
public class SpineSkin : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Skins
/// </summary>
/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name = "defaultAsEmptyString">If true, the default choice will be serialized as an empty string.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public bool defaultAsEmptyString = false;
public SpineSkin (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false, bool defaultAsEmptyString = false) {
this.startsWith = startsWith;
this.dataField = dataField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
this.defaultAsEmptyString = defaultAsEmptyString;
}
}
public class SpineAttachment : SpineAttributeBase {
public bool returnAttachmentPath = false;
public bool currentSkinOnly = false;
public bool placeholdersOnly = false;
public string skinField = "";
public string slotField = "";
/// <summary>
/// Smart popup menu for Spine Attachments
/// </summary>
/// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
/// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName". This path format is only used by the SpineAttachment helper methods like SpineAttachment.GetAttachment and .GetHierarchy. Do not use full path anywhere else in Spine's system.</param>
/// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
/// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
/// <param name="skinField">If specified, a locally scoped field with the name supplied by in skinField will be used to limit the popup results to entries of the named skin</param>
/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
/// </param>
public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", string skinField = "", bool includeNone = true, bool fallbackToTextField = false) {
this.currentSkinOnly = currentSkinOnly;
this.returnAttachmentPath = returnAttachmentPath;
this.placeholdersOnly = placeholdersOnly;
this.slotField = slotField;
this.dataField = dataField;
this.skinField = skinField;
this.includeNone = includeNone;
this.fallbackToTextField = fallbackToTextField;
}
public static SpineAttachment.Hierarchy GetHierarchy (string fullPath) {
return new SpineAttachment.Hierarchy(fullPath);
}
public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
return string.IsNullOrEmpty(hierarchy.name) ? null : skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
}
public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
}
/// <summary>
/// A struct that represents 3 strings that help identify and locate an attachment in a skeleton.</summary>
public struct Hierarchy {
public string skin;
public string slot;
public string name;
public Hierarchy (string fullPath) {
string[] chunks = fullPath.Split(new char[]{'/'}, System.StringSplitOptions.RemoveEmptyEntries);
if (chunks.Length == 0) {
skin = "";
slot = "";
name = "";
return;
}
else if (chunks.Length < 2) {
throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
}
skin = chunks[0];
slot = chunks[1];
name = "";
for (int i = 2; i < chunks.Length; i++) {
name += chunks[i];
}
}
}
}
public class SpineAtlasRegion : PropertyAttribute {
public string atlasAssetField;
public SpineAtlasRegion (string atlasAssetField = "") {
this.atlasAssetField = atlasAssetField;
}
}
}

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