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This commit is contained in:
@@ -1,245 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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||||
*
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||||
* Copyright (c) 2013-2020, Esoteric Software LLC
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*
|
||||
* 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
|
||||
*
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||||
* 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
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||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
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[CreateAssetMenu(fileName = "New Spine Atlas Asset", menuName = "Spine/Spine Atlas Asset")]
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public class SpineAtlasAsset : AtlasAssetBase {
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public TextAsset atlasFile;
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public Material[] materials;
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protected Atlas atlas;
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public override bool IsLoaded { get { return this.atlas != null; } }
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public override IEnumerable<Material> Materials { get { return materials; } }
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public override int MaterialCount { get { return materials == null ? 0 : materials.Length; } }
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public override Material PrimaryMaterial { get { return materials[0]; } }
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#region Runtime Instantiation
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/// <summary>
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/// Creates a runtime AtlasAsset</summary>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Material[] materials, bool initialize) {
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SpineAtlasAsset atlasAsset = ScriptableObject.CreateInstance<SpineAtlasAsset>();
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atlasAsset.Reset();
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atlasAsset.atlasFile = atlasText;
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atlasAsset.materials = materials;
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if (initialize)
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atlasAsset.GetAtlas();
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return atlasAsset;
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}
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/// <summary>
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/// 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>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures, Material materialPropertySource, bool initialize) {
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// Get atlas page names.
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string atlasString = atlasText.text;
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atlasString = atlasString.Replace("\r", "");
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string[] atlasLines = atlasString.Split('\n');
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var pages = new List<string>();
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for (int i = 0; i < atlasLines.Length - 1; i++) {
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if (atlasLines[i].Trim().Length == 0)
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pages.Add(atlasLines[i + 1].Trim().Replace(".png", ""));
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}
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// Populate Materials[] by matching texture names with page names.
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var materials = new Material[pages.Count];
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for (int i = 0, n = pages.Count; i < n; i++) {
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Material mat = null;
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// Search for a match.
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string pageName = pages[i];
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for (int j = 0, m = textures.Length; j < m; j++) {
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if (string.Equals(pageName, textures[j].name, System.StringComparison.OrdinalIgnoreCase)) {
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// Match found.
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mat = new Material(materialPropertySource);
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mat.mainTexture = textures[j];
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break;
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}
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}
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if (mat != null)
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materials[i] = mat;
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else
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throw new ArgumentException("Could not find matching atlas page in the texture array.");
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}
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// Create AtlasAsset normally
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return CreateRuntimeInstance(atlasText, materials, initialize);
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}
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/// <summary>
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/// 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>
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public static SpineAtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures, Shader shader, bool initialize) {
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if (shader == null)
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shader = Shader.Find("Spine/Skeleton");
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Material materialProperySource = new Material(shader);
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var oa = CreateRuntimeInstance(atlasText, textures, materialProperySource, initialize);
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return oa;
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}
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#endregion
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void Reset () {
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Clear();
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}
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public override void Clear () {
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atlas = null;
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}
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public override Atlas GetAtlas () {
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if (atlasFile == null) {
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Debug.LogError("Atlas file not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (materials == null || materials.Length == 0) {
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Debug.LogError("Materials not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (atlas != null) return atlas;
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try {
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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atlas.FlipV();
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return atlas;
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} catch (Exception ex) {
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Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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}
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public Mesh GenerateMesh (string name, Mesh mesh, out Material material, float scale = 0.01f) {
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AtlasRegion region = atlas.FindRegion(name);
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material = null;
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if (region != null) {
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if (mesh == null) {
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mesh = new Mesh();
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mesh.name = name;
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}
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Vector3[] verts = new Vector3[4];
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Vector2[] uvs = new Vector2[4];
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Color[] colors = { Color.white, Color.white, Color.white, Color.white };
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int[] triangles = { 0, 1, 2, 2, 3, 0 };
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float left, right, top, bottom;
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left = region.width / -2f;
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right = left * -1f;
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top = region.height / 2f;
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bottom = top * -1;
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verts[0] = new Vector3(left, bottom, 0) * scale;
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verts[1] = new Vector3(left, top, 0) * scale;
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verts[2] = new Vector3(right, top, 0) * scale;
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verts[3] = new Vector3(right, bottom, 0) * scale;
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float u, v, u2, v2;
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u = region.u;
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v = region.v;
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u2 = region.u2;
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v2 = region.v2;
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if (!region.rotate) {
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uvs[0] = new Vector2(u, v2);
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uvs[1] = new Vector2(u, v);
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uvs[2] = new Vector2(u2, v);
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uvs[3] = new Vector2(u2, v2);
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} else {
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uvs[0] = new Vector2(u2, v2);
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uvs[1] = new Vector2(u, v2);
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uvs[2] = new Vector2(u, v);
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uvs[3] = new Vector2(u2, v);
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}
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mesh.triangles = new int[0];
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.colors = colors;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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material = (Material)region.page.rendererObject;
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} else {
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mesh = null;
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}
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return mesh;
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}
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}
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public class MaterialsTextureLoader : TextureLoader {
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SpineAtlasAsset atlasAsset;
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public MaterialsTextureLoader (SpineAtlasAsset atlasAsset) {
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this.atlasAsset = atlasAsset;
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}
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public void Load (AtlasPage page, string path) {
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture == null) {
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Debug.LogError("Material is missing texture: " + other.name, other);
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return;
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}
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if (other.mainTexture.name == name) {
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material = other;
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break;
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}
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}
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if (material == null) {
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Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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}
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page.rendererObject = material;
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// Very old atlas files expected the texture's actual size to be used at runtime.
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if (page.width == 0 || page.height == 0) {
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page.width = material.mainTexture.width;
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page.height = material.mainTexture.height;
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}
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}
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public void Unload (object texture) { }
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}
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}
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@@ -1,10 +0,0 @@
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fileFormatVersion: 2
|
||||
guid: a6b194f808b1af6499c93410e504af42
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||||
MonoImporter:
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||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 3fc714a0dc1cf6b4b959e073fff2844e, type: 3}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,397 +0,0 @@
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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.
|
||||
*****************************************************************************/
|
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|
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#if UNITY_2018_2_OR_NEWER
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#define EXPOSES_SPRITE_ATLAS_UTILITIES
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#endif
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using System;
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using System.Collections.Generic;
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using System.IO;
|
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using UnityEngine;
|
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using Spine;
|
||||
using UnityEngine.U2D;
|
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|
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#if UNITY_EDITOR
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using UnityEditor;
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using System.Reflection;
|
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#endif
|
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|
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namespace Spine.Unity {
|
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
|
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[CreateAssetMenu(fileName = "New Spine SpriteAtlas Asset", menuName = "Spine/Spine SpriteAtlas Asset")]
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public class SpineSpriteAtlasAsset : AtlasAssetBase {
|
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public SpriteAtlas spriteAtlasFile;
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public Material[] materials;
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||||
protected Atlas atlas;
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public bool updateRegionsInPlayMode;
|
||||
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[System.Serializable]
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protected class SavedRegionInfo {
|
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public float x, y, width, height;
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public SpritePackingRotation packingRotation;
|
||||
}
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[SerializeField] protected SavedRegionInfo[] savedRegions;
|
||||
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public override bool IsLoaded { get { return this.atlas != null; } }
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||||
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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]; } }
|
||||
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||||
#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)
|
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atlasAsset.GetAtlas();
|
||||
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||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce59897dd7e6cbc4690a05ebaf975dff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,84 +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.
|
||||
*****************************************************************************/
|
||||
|
||||
// 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
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f834c8746034db645a52a9506ff1de89
|
||||
timeCreated: 1455416715
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03238e4a73953c045a6cb289162532f3
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8bdcdc7ee298e594a9c20c61d25c33b6
|
||||
timeCreated: 1496446742
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e8caa36c07aacf4ab270da00784e4d9
|
||||
timeCreated: 1496448787
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc9439c8e75fb7e4c82ad725b649b047
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e61a8d94e453ff641a7e39c4b11cac95
|
||||
timeCreated: 1573829476
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f5d14d2a7fedb84998c50eb96c8b748
|
||||
timeCreated: 1573829873
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d55d64dd09c46af40a319933a62fa1b2
|
||||
timeCreated: 1573830121
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f1fdc166fed03649835949d3b79cba3
|
||||
timeCreated: 1573817434
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49cf725a1e40e7742be92917f83946c3
|
||||
timeCreated: 1573828963
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d3e1518ae643a749b086bc7972893d2
|
||||
timeCreated: 1573828963
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 615182d5e489bf3478299e5bbf15dc23
|
||||
folderAsset: yes
|
||||
timeCreated: 1573830740
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a27d4b27c8ecd9840a03558ccc5ad8a3
|
||||
timeCreated: 1573830741
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 276c07e3bdd5719458187a5823e9d96a
|
||||
timeCreated: 1573830740
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 30ef5dd318033004588a6481c092416a
|
||||
timeCreated: 1573830740
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f64c7bc238bb2c246b8ca1912b2b6b9c
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 522f03282fd79be47b306e2ef4b593fd
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: deee23ab4aa38564ead2ac05e112c169
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e8a610c9e01c3648bac42585e5fc676
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea7e7c05f36541b4bb280f98ebda8ba1
|
||||
timeCreated: 1492385797
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a831a8ed72a588a48b2fb892e7f37371
|
||||
folderAsset: yes
|
||||
timeCreated: 1479419399
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cfb891658099ca4bb0c9544c08e60f9
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,252 +0,0 @@
|
||||
#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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ffc57e05c42ec748838bea0a3aff9f9
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,51 +0,0 @@
|
||||
#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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7dbdfb1f55ee26459284220ad6d5bc4
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,246 +0,0 @@
|
||||
#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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f195336fc94457241a37a0aa85923681
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,68 +0,0 @@
|
||||
#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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 072e7b07ec7fb1346a9dcd3bcbbb7111
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,473 +0,0 @@
|
||||
#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
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c739dcf9dbcab944898d0b796e11afb9
|
||||
timeCreated: 1494092582
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: abbda12fddbb0b048a842a3835470d30
|
||||
timeCreated: 1480325971
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6f7a5a97a82637f478494bc40ea8c8a2
|
||||
timeCreated: 1479457857
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 64005298b9a80bb4899eabd5140dc4a8
|
||||
timeCreated: 1479457857
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ce511398fb980f41b7d316c51534590
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ce216f51ebc1d3f40929f4e58d1c65e5
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user