更新,spine和很多优化

This commit is contained in:
2026-02-24 05:36:08 +08:00
parent 14fb281d6f
commit d5c8966abd
2039 changed files with 348643 additions and 2589 deletions
@@ -0,0 +1,39 @@
#ifndef COMMON_SHADOW_CASTER_PASS_URP_INCLUDED
#define COMMON_SHADOW_CASTER_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
#endif
@@ -0,0 +1,9 @@
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@@ -0,0 +1,75 @@
#ifndef SPINE_COMMON_URP_INCLUDED
#define SPINE_COMMON_URP_INCLUDED
#if defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
#define IS_URP_14_OR_NEWER 1
#define IS_URP_12_OR_NEWER 1
#else
#define IS_URP_14_OR_NEWER 0
#ifdef UNIVERSAL_REALTIME_LIGHTS_INCLUDED
#define IS_URP_12_OR_NEWER 1
#else
#define IS_URP_12_OR_NEWER 0
#endif
#endif
#if IS_URP_14_OR_NEWER && !defined(_USE_WEBGL1_LIGHTS)
#define IS_URP_15_OR_NEWER 1
#include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl"
#if defined(_APVWorldOffset)
#define IS_URP_17_OR_NEWER 1
#else
#define IS_URP_17_OR_NEWER 0
#endif
#else
#define IS_URP_15_OR_NEWER 0
#endif
#if defined(_WRITE_RENDERING_LAYERS) && IS_URP_14_OR_NEWER
#define USE_WRITE_RENDERING_LAYERS
#endif
#if defined(_LIGHT_LAYERS) && IS_URP_12_OR_NEWER
#define USE_LIGHT_LAYERS
#endif
#if defined(_LIGHT_COOKIES) && IS_URP_12_OR_NEWER
#define USE_LIGHT_COOKIES
#endif
#ifdef USE_LIGHT_LAYERS
uint GetMeshRenderingLayerBackwardsCompatible()
{
#if IS_URP_14_OR_NEWER
return GetMeshRenderingLayer();
#elif IS_URP_12_OR_NEWER
return GetMeshRenderingLightLayer();
#else
return 0;
#endif
}
#else
uint GetMeshRenderingLayerBackwardsCompatible()
{
return 0;
}
#endif
#if USE_FORWARD_PLUS
// note: LIGHT_LOOP_BEGIN accesses inputData.normalizedScreenSpaceUV and inputData.positionWS.
#define LIGHT_LOOP_BEGIN_SPINE LIGHT_LOOP_BEGIN
#define LIGHT_LOOP_END_SPINE LIGHT_LOOP_END
#elif !_USE_WEBGL1_LIGHTS
#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
#define LIGHT_LOOP_END_SPINE }
#else
// WebGL 1 doesn't support variable for loop conditions
#define LIGHT_LOOP_BEGIN_SPINE(lightCount) \
for (int lightIndex = 0; lightIndex < _WEBGL1_MAX_LIGHTS; ++lightIndex) { \
if (lightIndex >= (int)lightCount) break;
#define LIGHT_LOOP_END_SPINE }
#endif
#endif
@@ -0,0 +1,7 @@
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@@ -0,0 +1,74 @@
#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float3 normalWS : NORMAL;
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSpine DepthNormalsVertex(AttributesSpine input)
{
VaryingsSpine output = (VaryingsSpine)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
output.normalWS = normalWS;
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
void DepthNormalsFragment(VaryingsSpine input,
out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
float3 normalWS = input.normalWS;
#if defined(_GBUFFER_NORMALS_OCT)
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms.
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
outNormalWS = half4(normalWS, 0.0);
#endif
#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
#endif
@@ -0,0 +1,7 @@
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@@ -0,0 +1,42 @@
#ifndef SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
#define SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSpine DepthOnlyVertex(AttributesSpine input)
{
VaryingsSpine output = (VaryingsSpine)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragment(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
return input.positionCS.z;
}
#endif
@@ -0,0 +1,9 @@
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@@ -0,0 +1,28 @@
#ifndef URP_INPUT_OUTLINE_INCLUDED
#define URP_INPUT_OUTLINE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
////////////////////////////////////////
// Defines
//
#undef LIGHTMAP_ON
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
#ifndef NO_CUTOFF_PARAM
half _Cutoff;
#endif
float _OutlineWidth;
float4 _OutlineColor;
float4 _MainTex_TexelSize;
float _ThresholdEnd;
float _OutlineSmoothness;
float _OutlineOpaqueAlpha;
float _OutlineMipLevel;
int _OutlineReferenceTexWidth;
CBUFFER_END
sampler2D _MainTex;
#endif // URP_INPUT_OUTLINE_INCLUDED
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@@ -0,0 +1,39 @@
#ifndef URP_INPUT_SPRITE_INCLUDED
#define URP_INPUT_SPRITE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half4 _Black;
half _Cutoff;
half _ShadowAlphaCutoff;
#ifndef SPRITE_SHADER_2D
half _Metallic;
half _Glossiness;
half _GlossMapScale;
#endif
half _BumpScale;
float _BlendAmount;
float _Hue;
float _Saturation;
float _Brightness;
half4 _OverlayColor;
half4 _EmissionColor;
float _EmissionPower;
float4 _FixedNormal;
float _RimPower;
half4 _RimColor;
CBUFFER_END
#endif // URP_INPUT_SPRITE_INCLUDED
@@ -0,0 +1,9 @@
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@@ -0,0 +1,22 @@
#ifndef URP_LIT_INPUT_INCLUDED
#define URP_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
////////////////////////////////////////
// Defines
//
#undef LIGHTMAP_ON
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half _Cutoff;
half4 _Color;
half4 _Black;
CBUFFER_END
sampler2D _MainTex;
#endif // URP_LIT_INPUT_INCLUDED
@@ -0,0 +1,9 @@
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@@ -0,0 +1,43 @@
#ifndef SPINE_OUTLINE_PASS_URP_INCLUDED
#define SPINE_OUTLINE_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Outline-Common.cginc"
struct VertexInput {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float vertexColorAlpha : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vertOutline(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformObjectToHClip(v.positionOS.xyz);
o.uv = v.uv;
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
float4 fragOutline(VertexOutput i) : SV_Target {
float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
_OutlineSmoothness, _ThresholdEnd, _OutlineOpaqueAlpha, _OutlineColor);
return texColor;
}
#endif
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@@ -0,0 +1,65 @@
#ifndef SKELETON_FORWARD_PASS_URP_INCLUDED
#define SKELETON_FORWARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
struct appdata {
float3 pos : POSITION;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
#if defined(_TINT_BLACK_ON)
float3 darkColor : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 positionWS = TransformObjectToWorld(v.pos);
o.pos = TransformWorldToHClip(positionWS);
o.uv0 = v.uv0;
o.color = PMAGammaToTargetSpace(v.color);
#if defined(_TINT_BLACK_ON)
o.color *= _Color;
o.darkColor = GammaToTargetSpace(
half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a);
#elif defined (APPLY_MATERIAL_TINT_COLOR)
o.color *= _Color;
#endif
return o;
}
half4 frag(VertexOutput i) : SV_Target{
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_ZWRITE)
clip(texColor.a * i.color.a - _Cutoff);
#endif
#if defined(_TINT_BLACK_ON)
return fragTintedColor(texColor, i.darkColor, i.color, _Color.a, _Black.a);
#else
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.color);
#endif
}
#endif
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@@ -0,0 +1,290 @@
#ifndef SKELETONLIT_FORWARD_PASS_URP_INCLUDED
#define SKELETONLIT_FORWARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-URP.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
#define SKELETONLIT_RECEIVE_SHADOWS
#endif
#if !defined(DYNAMICLIGHTMAP_ON) && !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && defined(__PROBEVOLUME_HLSL__)
#define USE_ADAPTIVE_PROBE_VOLUMES
#endif
#if !(defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
#undef _FOG
#endif
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
#if defined(_FOG)
float3 uv0AndFog : TEXCOORD0;
#else
float2 uv0 : TEXCOORD0;
#endif
float4 pos : SV_POSITION;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
float4 shadowCoord : TEXCOORD1;
half3 shadowedColor : TEXCOORD2;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
float3 positionWS : TEXCOORD3;
half3 normalWS : TEXCOORD4;
#endif
#if defined(_TINT_BLACK_ON)
float3 darkColor : TEXCOORD5;
#endif
#if defined(USE_ADAPTIVE_PROBE_VOLUMES) && defined(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)
float3 positionCS : TEXCOORD6;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#if defined(_FOG)
#define PackedUV0(i) i.uv0AndFog.xy
#define PackedFog(i) i.uv0AndFog.z
#else
#define PackedUV0(i) i.uv0.xy
#endif
half3 ProcessLight(float3 positionWS, half3 normalWS, uint meshRenderingLayers, int lightIndex)
{
Light light = GetAdditionalLight(lightIndex, positionWS);
#ifdef USE_LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
return LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
half3 additionalLightColor = half3(0, 0, 0);
// Note: we don't add any lighting in the fragment shader, thus we include both variants below
#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
}
#else // !USE_FORWARD_PLUS
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif // USE_FORWARD_PLUS
#endif
shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor;
}
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, half3 normalWS, out half3 shadowedColor) {
half3 additionalLightColor = half3(0, 0, 0);
shadowedColor = half3(0, 0, 0);
InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
inputData.positionWS = positionWS;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
return additionalLightColor;
}
#endif
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = PMAGammaToTargetSpace(v.color);
float3 positionWS = TransformObjectToWorld(v.pos);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
o.pos = TransformWorldToHClip(positionWS);
#if defined(_FOG)
half fogFactor = ComputeFogFactor(o.pos.z);
PackedFog(o) = fogFactor;
#endif
PackedUV0(o) = v.uv0;
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
o.positionWS = positionWS;
o.normalWS = normalWS;
#endif
#if defined(_TINT_BLACK_ON)
color *= _Color;
o.darkColor = GammaToTargetSpace(
half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + (_Black.rgb * v.color.a);
#endif
half3 shadowedColor;
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
if (color.a == 0) {
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = color.rgb;
o.shadowCoord = float4(0, 0, 0, 0);
#endif
return o;
}
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
// Note: ambient light is also handled via SH.
half3 vertexSH;
float4 ignoredProbeOcclusion;
#if IS_URP_15_OR_NEWER
#ifdef OUTPUT_SH4
#if IS_URP_17_OR_NEWER
OUTPUT_SH4(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH, ignoredProbeOcclusion);
#else // 15 or newer
OUTPUT_SH4(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH);
#endif
#else
OUTPUT_SH(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), vertexSH);
#endif
#else
OUTPUT_SH(normalWS.xyz, vertexSH);
#endif
#if defined(USE_ADAPTIVE_PROBE_VOLUMES)
#if !defined(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)
half4 shadowMask = 1.0;
half3 bakedGI = SAMPLE_GI(vertexSH,
GetAbsolutePositionWS(positionWS),
normalWS.xyz,
GetWorldSpaceNormalizeViewDir(positionWS),
o.pos.xy,
ignoredProbeOcclusion,
shadowMask) * v.color.a;
#else // _ADAPTIVE_PROBE_VOLUMES_PER_PIXEL
half3 bakedGI = half3(0.0, 0.0, 0.0);
o.positionCS = o.pos;
#endif
#else
half3 bakedGI = SAMPLE_GI(v.lightmapUV, vertexSH, normalWS) * v.color.a;
#endif
color.rgb += bakedGI;
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
shadowedColor += bakedGI;
o.shadowedColor = shadowedColor;
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.pos;
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
return o;
}
half4 frag(VertexOutput i
#ifdef USE_WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target0
{
half4 tex = tex2D(_MainTex, PackedUV0(i));
#if !defined(_TINT_BLACK_ON) && defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a;
#endif
#if defined(USE_ADAPTIVE_PROBE_VOLUMES) && defined(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)
half3 vertexSH;
float4 ignoredProbeOcclusion;
OUTPUT_SH4(i.positionWS, i.normalWS.xyz, GetWorldSpaceNormalizeViewDir(i.positionWS), vertexSH, ignoredProbeOcclusion);
half4 shadowMask = 1.0;
half3 bakedGI = SAMPLE_GI(vertexSH,
GetAbsolutePositionWS(i.positionWS),
i.normalWS.xyz,
GetWorldSpaceNormalizeViewDir(i.positionWS),
i.positionCS.xy,
ignoredProbeOcclusion,
shadowMask) * i.color.a;
i.color.rgb += bakedGI;
#endif
if (i.color.a == 0) {
#if defined(_TINT_BLACK_ON)
return fragTintedColor(tex, i.darkColor, i.color, _Color.a, _Black.a);
#else
return tex * i.color;
#endif
}
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
// USE_FORWARD_PLUS lights need to be processed in fragment shader,
// otherwise light culling by vertex will create a very bad lighting result.
half3 shadowedColor;
i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos.xy, i.normalWS, shadowedColor);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
i.shadowedColor += shadowedColor;
#endif
#endif
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif
#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
#if defined(_TINT_BLACK_ON)
half4 pixel = fragTintedColor(tex, i.darkColor, i.color, _Color.a, _Black.a);
#else
half4 pixel = tex * i.color;
#endif
#if defined(_FOG)
pixel.rgb = MixFogColor(pixel.rgb, unity_FogColor.rgb * pixel.a, PackedFog(i));
#endif
return pixel;
}
#endif
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#ifndef SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED
#define SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
{
VaryingsSpine output;
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
half3 fixedNormalOS = half3(0, 0, -1);
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
#ifdef _DOUBLE_SIDED_LIGHTING
// flip normal for shadow bias if necessary
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
output.texcoordAndAlpha.a = input.vertexColor.a;
return output;
}
half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
return 0;
}
#endif
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#ifndef URP_SPRITE_COMMON_INCLUDED
#define URP_SPRITE_COMMON_INCLUDED
#undef LIGHTMAP_ON
#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
#define SPECULAR
#endif
//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
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc"
#if defined(SPECULAR)
sampler2D _MetallicGlossMap;
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;
}
#endif
#endif // URP_SPRITE_COMMON_INCLUDED
@@ -0,0 +1,9 @@
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#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-Common-URP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-URP.hlsl"
struct VaryingsSprite
{
float4 pos : SV_POSITION;
fixed4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSprite DepthNormalsVertexSprite(VertexInput input)
{
VaryingsSprite output = (VaryingsSprite)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.vertexColor = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif
return output;
}
void DepthNormalsFragmentSprite(VaryingsSprite input,
out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
ALPHA_CLIP(texureColor, input.vertexColor)
#if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms.
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
outNormalWS = half4(normalWS, 0.0);
#endif
#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
#endif
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#ifndef SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
#define SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-Common-URP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct AttributesSprite
{
float4 positionOS : POSITION;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSprite
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSprite DepthOnlyVertexSprite(AttributesSprite input)
{
VaryingsSprite output = (VaryingsSprite)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET
{
fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
return input.positionCS.z;
}
#endif
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#ifndef VERTEX_LIT_FORWARD_PASS_URP_INCLUDED
#define VERTEX_LIT_FORWARD_PASS_URP_INCLUDED
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-Common-URP.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/SpriteLighting.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Common-URP.hlsl"
#if defined(_ALPHAPREMULTIPLY_ON)
#undef _STRAIGHT_ALPHA_INPUT
#elif !defined(_STRAIGHT_ALPHA_INPUT)
#define _STRAIGHT_ALPHA_INPUT
#endif
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
#if !defined(DYNAMICLIGHTMAP_ON) && !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) && defined(__PROBEVOLUME_HLSL__)
#define USE_ADAPTIVE_PROBE_VOLUMES
#endif
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS) || defined(USE_LIGHT_COOKIES) || defined(USE_ADAPTIVE_PROBE_VOLUMES)
#define NEEDS_POSITION_WS
#endif
////////////////////////////////////////
// Vertex output struct
//
struct VertexOutputLWRP
{
float4 pos : SV_POSITION;
fixed4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
half3 viewDirectionWS : TEXCOORD2;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 3);
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
float4 shadowCoord : TEXCOORD7;
#endif
#if defined(NEEDS_POSITION_WS)
float4 positionWS : TEXCOORD8;
#endif
#if defined(_TINT_BLACK_ON)
float3 darkColor : TEXCOORD9;
#endif
#if defined(USE_ADAPTIVE_PROBE_VOLUMES)
float3 positionCS : TEXCOORD10;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 CalculateShadowMaskBackwardsCompatible(InputData inputData)
{
// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
half4 shadowMask = inputData.shadowMask;
#elif !defined (LIGHTMAP_ON)
half4 shadowMask = unity_ProbesOcclusion;
#else
half4 shadowMask = half4(1, 1, 1, 1);
#endif
return shadowMask;
}
#endif
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
#ifdef _MAIN_LIGHT_VERTEX
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
#else
half3 diffuseLightColor = half3(0, 0, 0);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, positionWS);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
#endif // _ADDITIONAL_LIGHTS_VERTEX
return diffuseLightColor;
}
#ifdef _DIFFUSE_RAMP
half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir, half3 normal)
{
half angleDot = max(0, dot(lightDir, normal));
return calculateRampedDiffuse(lightColor, attenuation, angleDot);
}
#endif
#if defined(SPECULAR)
half3 ProcessLightPBRSimplified(InputData inputData, BRDFData brdfData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
#endif
#ifdef USE_LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
return LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
}
half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
half smoothness, half3 emission, half4 vertexColor)
{
#if !defined(_TINT_BLACK_ON)
half4 albedo = texAlbedoAlpha * vertexColor;
#else
half4 albedo = texAlbedoAlpha;
#endif
BRDFData brdfData;
half ignoredAlpha = 1; // ignore alpha, otherwise
InitializeBRDFData(albedo.rgb, metallic, specular, smoothness, ignoredAlpha, brdfData);
brdfData.specular *= albedo.a;
#ifndef _MAIN_LIGHT_VERTEX
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
#endif
#if defined(USE_LIGHT_COOKIES)
half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
mainLight.color *= cookieColor;
#endif
half3 finalColor = inputData.bakedGI * albedo.rgb;
finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
#else // _MAIN_LIGHT_VERTEX
half3 finalColor = inputData.bakedGI * albedo.rgb;
#endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
#else
half4 shadowMask = half4(1, 1, 1, 1);
#endif
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
}
#endif
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif // _ADDITIONAL_LIGHTS
#ifdef _ADDITIONAL_LIGHTS_VERTEX
finalColor += inputData.vertexLighting * brdfData.diffuse;
#endif
finalColor += emission;
return prepareLitPixelForOutput(half4(finalColor, albedo.a), texAlbedoAlpha.a, vertexColor.a);
}
#else // !SPECULAR
half3 ProcessLightLambert(InputData inputData, half4 shadowMask, uint meshRenderingLayers, int lightIndex)
{
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
#endif
#ifdef USE_LIGHT_LAYERS
if (!IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
return half3(0, 0, 0);
#endif
half3 attenuation = (light.distanceAttenuation * light.shadowAttenuation);
half3 attenuatedLightColor = light.color * attenuation;
#ifndef _DIFFUSE_RAMP
return LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
#else
return LightingLambertRamped(light.color, attenuation, light.direction, inputData.normalWS);
#endif
}
half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
{
#if !defined(_TINT_BLACK_ON)
half4 diffuse = texDiffuseAlpha * vertexColor;
#else
half4 diffuse = texDiffuseAlpha;
#endif
#ifndef _MAIN_LIGHT_VERTEX
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
#endif
#if defined(USE_LIGHT_COOKIES)
half3 cookieColor = SampleMainLightCookie(inputData.positionWS);
mainLight.color *= cookieColor;
#endif
half3 diffuseLighting = inputData.bakedGI;
half3 attenuation = mainLight.distanceAttenuation* mainLight.shadowAttenuation;
half3 attenuatedLightColor = mainLight.color * attenuation;
#ifndef _DIFFUSE_RAMP
diffuseLighting += LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS);
#else
diffuseLighting += LightingLambertRamped(mainLight.color, attenuation, mainLight.direction, inputData.normalWS);
#endif
#else // _MAIN_LIGHT_VERTEX
half3 diffuseLighting = inputData.bakedGI;
#endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS
uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
#if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
#else
half4 shadowMask = half4(1, 1, 1, 1);
#endif
#if USE_FORWARD_PLUS
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
}
#endif
uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END_SPINE
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
diffuseLighting += inputData.vertexLighting;
#endif
diffuseLighting += emission;
//half3 finalColor = diffuseLighting * diffuse + emission;
half3 finalColor = diffuseLighting * diffuse.rgb;
return prepareLitPixelForOutput(half4(finalColor, diffuse.a), texDiffuseAlpha.a, vertexColor.a);
}
#endif // SPECULAR
VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
{
VertexOutputLWRP output = (VertexOutputLWRP)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.vertexColor = calculateVertexColor(input.color);
#if defined(_TINT_BLACK_ON)
output.darkColor = GammaToTargetSpace(
half3(input.tintBlackRG.r, input.tintBlackRG.g, input.tintBlackB.r)) + (_Black.rgb * input.color.a);
#endif
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
#if defined(NEEDS_POSITION_WS)
output.positionWS = float4(positionWS, 1);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif
output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS);
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.pos;
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if defined(_FOG)
half fogFactor = ComputeFogFactor(output.pos.z);
output.fogFactorAndVertexLight.x = fogFactor;
#endif
#if IS_URP_15_OR_NEWER
#ifdef OUTPUT_SH4
#if IS_URP_17_OR_NEWER
float4 ignoredProbeOcclusion;
OUTPUT_SH4(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH, ignoredProbeOcclusion);
#else // 15 or newer
OUTPUT_SH4(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH);
#endif
#else
OUTPUT_SH(positionWS, normalWS.xyz, GetWorldSpaceNormalizeViewDir(positionWS), output.vertexSH);
#endif
#else
OUTPUT_SH(normalWS.xyz, output.vertexSH);
#endif
#if defined(USE_ADAPTIVE_PROBE_VOLUMES)
output.positionCS = output.pos;
#endif
return output;
}
half4 ForwardPassFragmentSprite(VertexOutputLWRP input
#ifdef USE_WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target0
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT(texureColor, input.vertexColor, input.darkColor, _Color.a, _Black.a) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.vertexColor)
#if defined(_TINT_BLACK_ON)
texureColor = fragTintedColor(texureColor, input.darkColor, input.vertexColor, _Color.a, _Black.a);
#endif
// fill out InputData struct
InputData inputData;
#if !defined(_RECEIVE_SHADOWS_OFF)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(input.positionWS.xyz);
#elif defined(_MAIN_LIGHT_SHADOWS)
inputData.shadowCoord = input.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#endif
inputData.viewDirectionWS = input.viewDirectionWS;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif
inputData.normalWS = normalWS;
#if defined(USE_ADAPTIVE_PROBE_VOLUMES)
half4 shadowMask = 1.0;
float4 ignoredProbeOcclusion;
inputData.bakedGI = SAMPLE_GI(input.vertexSH,
GetAbsolutePositionWS(input.positionWS),
inputData.normalWS.xyz,
GetWorldSpaceNormalizeViewDir(input.positionWS),
input.positionCS.xy,
ignoredProbeOcclusion,
shadowMask);
#else // USE_ADAPTIVE_PROBE_VOLUMES
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
#endif
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS) || defined(USE_LIGHT_COOKIES)
inputData.positionWS = input.positionWS.rgb;
#endif
#if defined(_ADDITIONAL_LIGHTS) && USE_FORWARD_PLUS
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.pos);
// note: don't assign normalizedScreenSpaceUV otherwise since old URP versions are missing this member variable
#endif
#if defined(SPECULAR)
half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half3 specular = half3(0, 0, 0);
half4 emission = half4(0, 0, 0, 1);
APPLY_EMISSION_SPECULAR(emission, input.texcoord.xy)
half4 pixel = LightweightFragmentPBRSimplified(inputData, texureColor, metallic, specular, smoothness, emission.rgb, input.vertexColor);
#else
half3 emission = half3(0, 0, 0);
APPLY_EMISSION(emission, input.texcoord.xy)
half4 pixel = LightweightFragmentBlinnPhongSimplified(inputData, texureColor, emission, input.vertexColor);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
#endif
COLORISE(pixel)
APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
#ifdef USE_WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
return pixel;
}
#endif
@@ -0,0 +1,9 @@
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externalObjects: {}
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@@ -0,0 +1,69 @@
#ifndef SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED
#define SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
{
VaryingsSpine output;
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
half3 fixedNormalOS = half3(0, 0, -1);
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
// flip normal for shadow bias if necessary
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
return output;
}
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/ShaderShared.cginc"
half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
clip(texureColor.a * input.texcoordAndAlpha.a - _ShadowAlphaCutoff);
return 0;
}
#endif
@@ -0,0 +1,9 @@
fileFormatVersion: 2
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defaultTextures: []
nonModifiableTextures: []
userData:
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assetBundleVariant:
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fileFormatVersion: 2
guid: 543e1e9f1b6cdaf40a010bc06130716c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,472 @@
// Upgrade NOTE: upgraded instancing buffer 'PerDrawSprite' to new syntax.
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/SpineCoreShaders/Spine-Common.cginc"
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#else
#include "UnityCG.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#endif
////////////////////////////////////////
// Space functions
//
inline float4 calculateWorldPos(float4 vertex)
{
return mul(unity_ObjectToWorld, vertex);
}
#if defined(USE_LWRP) || defined(USE_URP)
// snaps post-transformed position to screen pixels
inline float4 UnityPixelSnap(float4 pos)
{
float2 hpc = _ScreenParams.xy * 0.5f;
#if SHADER_API_PSSL
// sdk 4.5 splits round into v_floor_f32(x+0.5) ... sdk 5.0 uses v_rndne_f32, for compatabilty we use the 4.5 version
float2 temp = ((pos.xy / pos.w) * hpc) + float2(0.5f, 0.5f);
float2 pixelPos = float2(__v_floor_f32(temp.x), __v_floor_f32(temp.y));
#else
float2 pixelPos = round((pos.xy / pos.w) * hpc);
#endif
pos.xy = pixelPos / hpc * pos.w;
return pos;
}
#endif
inline float4 calculateLocalPos(float4 vertex)
{
#if !defined(USE_LWRP) && !defined(USE_URP)
#ifdef UNITY_INSTANCING_ENABLED
vertex.xy *= _Flip.xy;
#endif
#endif
#if defined(USE_LWRP) || defined(USE_URP)
float4 pos = TransformObjectToHClip(vertex.xyz);
#else
float4 pos = UnityObjectToClipPos(vertex);
#endif
#ifdef PIXELSNAP_ON
pos = UnityPixelSnap(pos);
#endif
return pos;
}
inline half3 calculateWorldNormal(float3 normal)
{
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldNormal(normal);
#else
return UnityObjectToWorldNormal(normal);
#endif
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
uniform sampler2D _BumpMap;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform half _BumpScale;
#endif
half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
half3 normal;
normal.xy = (packednormal.wy * 2 - 1);
// Note: we allow scaled normals in LWRP since we might be using fewer instructions.
#if (SHADER_TARGET >= 30) || defined(USE_LWRP) || defined(USE_URP)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
inline half3 calculateWorldTangent(float4 tangent)
{
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldDir(tangent.xyz);
#else
return UnityObjectToWorldDir(tangent);
#endif
}
inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentSign)
{
//When calculating the binormal we have to flip it when the mesh is scaled negatively.
//Normally this would just be unity_WorldTransformParams.w but this isn't set correctly by Unity for its SpriteRenderer meshes so get from objectToWorld matrix scale instead.
half worldTransformSign = sign(unity_ObjectToWorld[0][0] * unity_ObjectToWorld[1][1] * unity_ObjectToWorld[2][2]);
half sign = tangentSign * worldTransformSign;
return cross(normalWorld, tangentWorld) * sign;
}
inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
{
half3 localNormal = UnpackScaleNormal(tex2D(_BumpMap, texUV), _BumpScale);
half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
half3 normal = normalize(mul(localNormal, rotation));
return normal;
}
#endif // _NORMALMAP
////////////////////////////////////////
// Blending functions
//
inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed textureAlpha, fixed colorAlpha) : SV_Target
{
#if defined(_TINT_BLACK_ON)
const bool applyPMA = false;
#else
const bool applyPMA = true;
#endif
#if defined(_ALPHABLEND_ON)
//Normal Alpha
if (applyPMA) finalPixel.rgb *= finalPixel.a;
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
//PMA vertex, straight texture
if (applyPMA) finalPixel.rgb *= textureAlpha;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha, both vertex and texture
// texture and vertex colors are premultiplied already
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb *= 2.0f;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel *= 2.0f;
if (applyPMA) finalPixel.rgb *= colorAlpha;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
if (applyPMA) finalPixel.rgb *= finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
#endif
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
#if !defined(_TINT_BLACK_ON)
fixed4 finalPixel = texureColor * color * fixed4(lighting, 1);
#else
fixed4 finalPixel = texureColor * fixed4(lighting, 1);
#endif
finalPixel = prepareLitPixelForOutput(finalPixel, texureColor.a, color.a);
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), lighting);
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
finalPixel.a = 1.0;
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
//PMA vertex, straight texture
finalPixel.rgb = texureColor.rgb * lighting * color.rgb * texureColor.a;
finalPixel.a = 1.0;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha, both vertex and texture
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#else
//Opaque
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
finalPixel.a = 1.0;
#else
//Pre multiplied alpha and Opaque
finalPixel.rgb = texureColor.rgb * lighting;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, color, fixed3(1, 1, 1));
}
inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), fixed3(1, 1, 1));
}
////////////////////////////////////////
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed _Cutoff;
#endif
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
#else
#define ALPHA_CLIP(pixel, color)
#endif
////////////////////////////////////////
// Additive Slot blend mode
// return unlit textureColor, alpha clip textureColor.a only
//
// [Deprecated] RETURN_UNLIT_IF_ADDITIVE_SLOT macro will be removed in future versions.
// Use RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT instead.
#if defined(_ALPHAPREMULTIPLY_ON) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return texureColor * vertexColor;\
}
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return texureColor * texureColor.a * vertexColor;\
}
#else
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor)
#endif
// Replacement for deprecated RETURN_UNLIT_IF_ADDITIVE_SLOT macro.
#if (defined(_ALPHAPREMULTIPLY_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#if defined(_TINT_BLACK_ON)
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) fragTintedColor(texureColor, darkVertexColor, vertexColor, lightColorA, darkColorA)
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) (texureColor * texureColor.a * vertexColor)
#else
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) (texureColor * vertexColor)
#endif
#define RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA);\
}
#else
#define RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA)
#endif
////////////////////////////////////////
// Color functions
//
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _Color;
#if defined(_TINT_BLACK_ON)
uniform fixed4 _Black;
#endif
#endif
inline fixed4 calculateVertexColor(fixed4 color)
{
#if defined(_ALPHAPREMULTIPLY_ON) || _ALPHAPREMULTIPLY_VERTEX_ONLY
return PMAGammaToTargetSpace(color) * _Color;
#elif !defined (UNITY_COLORSPACE_GAMMA)
return fixed4(GammaToLinearSpace(color.rgb), color.a) * _Color;
#else
return color * _Color;
#endif
}
#if defined(_COLOR_ADJUST)
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _Hue;
uniform float _Saturation;
uniform float _Brightness;
uniform fixed4 _OverlayColor;
#endif
float3 rgb2hsv(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
inline fixed4 adjustColor(fixed4 color)
{
float3 hsv = rgb2hsv(color.rgb);
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.z *= _Brightness;
color.rgb = hsv2rgb(hsv);
return color;
}
#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
#else // !_COLOR_ADJUST
#define COLORISE(pixel)
#define COLORISE_ADDITIVE(pixel)
#endif // !_COLOR_ADJUST
////////////////////////////////////////
// Fog
//
#if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
{
#if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//In additive mode blend from clear to black based on luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0,0,0,0), fixed4(0,0,0,1), luminance);
#elif defined(_MULTIPLYBLEND)
//In multiplied mode fade to white based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(1,1,1,1), fixed4(0,0,0,0), luminance);
#elif defined(_MULTIPLYBLEND_X2)
//In multipliedx2 mode fade to grey based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), fixed4(0,0,0,0), luminance);
#elif defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHAPREMULTIPLY_ON)
//In alpha blended modes blend to fog color based on pixel alpha
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
#else
//In opaque mode just return fog color;
fixed4 fogColor = unity_FogColor;
#endif
#if defined(USE_LWRP) || defined(USE_URP)
pixel.rgb = MixFogColor(pixel.rgb, fogColor.rgb, fogCoordOrFactorAtLWRP);
#else
UNITY_APPLY_FOG_COLOR(fogCoordOrFactorAtLWRP, pixel, fogColor);
#endif
return pixel;
}
#define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
#define APPLY_FOG_LWRP(pixel, fogFactor) pixel = applyFog(pixel, fogFactor);
#define APPLY_FOG_ADDITIVE(pixel, input) \
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
#else
#define APPLY_FOG(pixel, input)
#define APPLY_FOG_LWRP(pixel, fogFactor)
#define APPLY_FOG_ADDITIVE(pixel, input)
#endif
////////////////////////////////////////
// Texture functions
//
uniform sampler2D _MainTex;
#if _TEXTURE_BLEND
uniform sampler2D _BlendTex;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _BlendAmount;
#endif
inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
{
return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
}
#endif // _TEXTURE_BLEND
inline fixed4 calculateTexturePixel(float2 texcoord)
{
fixed4 pixel;
#if _TEXTURE_BLEND
pixel = calculateBlendedTexturePixel(texcoord);
#else
pixel = tex2D(_MainTex, texcoord);
#endif // !_TEXTURE_BLEND
#if defined(_COLOR_ADJUST)
pixel = adjustColor(pixel);
#endif // _COLOR_ADJUST
return pixel;
}
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _MainTex_ST;
#endif
inline float2 calculateTextureCoord(float4 texcoord)
{
return TRANSFORM_TEX(texcoord, _MainTex);
}
#endif // SHADER_SHARED_INCLUDED
@@ -0,0 +1,9 @@
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#ifndef SPINE_COMMON_INCLUDED
#define SPINE_COMMON_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define GammaToLinearSpace SRGBToLinear
#define LinearToGammaSpace LinearToSRGB
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define GammaToLinearSpace SRGBToLinear
#define LinearToGammaSpace LinearToSRGB
#else
#include "UnityCG.cginc"
#endif
inline half3 GammaToTargetSpace(half3 gammaColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaColor;
#else
return GammaToLinearSpace(gammaColor);
#endif
}
inline half3 TargetToGammaSpace(half3 targetColor) {
#if UNITY_COLORSPACE_GAMMA
return targetColor;
#else
return LinearToGammaSpace(targetColor);
#endif
}
inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaPMAColor;
#else
return gammaPMAColor.a == 0 ?
half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
half4(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a) * gammaPMAColor.a, gammaPMAColor.a);
#endif
}
// Saturated version to prevent numerical issues that occur at CanvasRenderer
// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
// Note: Only use this method when the original color.rgb values lie within [0,1] range and
// it's not an HDR color. This method is usually suitable for vertex color.
inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaPMAColor;
#else
return gammaPMAColor.a == 0 ?
half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
#endif
}
#endif
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#ifndef SPINE_OUTLINE_COMMON_INCLUDED
#define SPINE_OUTLINE_COMMON_INCLUDED
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
float2 uv, float vertexColorAlpha,
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
float OutlineSmoothness, float ThresholdEnd, float OutlineOpaqueAlpha, float4 OutlineColor) {
float4 texColor = fixed4(0, 0, 0, 0);
#if !_USE_SCREENSPACE_OUTLINE_WIDTH
// constant width in texture space
float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
#else
float2 ddxUV = ddx(uv);
float2 ddyUV = ddy(uv);
float2 ddu = float2(ddxUV.x, ddyUV.x);
float2 ddv = float2(ddxUV.y, ddyUV.y);
float widthScale = OutlineWidth * _ScreenParams.x / OutlineReferenceTexWidth;
float xOffset = length(ddu) * widthScale;
float yOffset = length(ddv) * widthScale;
#endif
float xOffsetDiagonal = xOffset * 0.7;
float yOffsetDiagonal = yOffset * 0.7;
float pixelCenter = tex2D(mainTexture, uv).a;
float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
#if _USE8NEIGHBOURHOOD_ON
float numSamples = 8;
float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
* vertexColorAlpha / numSamples;
#else // 4 neighbourhood
float numSamples = 4;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
#endif
float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart));
#if !_OUTLINE_FILL_INSIDE
outlineAlpha = saturate(outlineAlpha - pixelCenter);
outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 0.0 : outlineAlpha;
#else
outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 1.0 : outlineAlpha;
#endif
return lerp(texColor, OutlineColor, outlineAlpha);
}
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
float2 uv, float vertexColorAlpha,
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
return computeOutlinePixel(mainTexture, mainTextureTexelSize,
uv, vertexColorAlpha, OutlineWidth, OutlineReferenceTexWidth, OutlineMipLevel,
OutlineSmoothness, ThresholdEnd, 1.0, OutlineColor);
}
#endif
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#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
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#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
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////
// Normal functions
//
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float4 _FixedNormal = float4(0, 0, 1, 1);
#endif
inline float3 getFixedNormal()
{
return _FixedNormal.xyz;
}
inline float calculateBackfacingSign(float3 worldPos)
{
//If we're using fixed normals and mesh is facing away from camera, flip tangentSign
//Unity uses a left handed coordinate system so camera always looks down the negative z axis
float3 cameraForward = float3(0,0,-1);
float3 meshWorldForward = mul((float3x3)unity_ObjectToWorld, cameraForward);
float3 toCamera = _WorldSpaceCameraPos - worldPos;
return sign(dot(toCamera, meshWorldForward));
}
inline half3 calculateSpriteWorldNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return calculateWorldNormal(vertex.normal);
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
//Rotate fixed normal by inverse view matrix to convert the fixed normal into world space
float3x3 invView = transpose((float3x3)UNITY_MATRIX_V);
return normalize(mul(invView, normal));
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normal;
#else
//Model space fixed normal.
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return calculateWorldNormal(normal);
#endif
#endif // !MESH_NORMALS
}
inline half3 calculateSpriteViewNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
return normal;
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normalize(mul((float3x3)UNITY_MATRIX_V, normal));
#else
//Model space fixed normal
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
#endif
#endif // !MESH_NORMALS
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
inline half3 calculateSpriteWorldBinormal(VertexInput vertex, half3 normalWorld, half3 tangentWorld, float backFaceSign)
{
float tangentSign = vertex.tangent.w;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
tangentSign *= backFaceSign;
#endif
return calculateWorldBinormal(normalWorld, tangentWorld, tangentSign);
}
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
#if defined(_FULLRANGE_HARD_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * attenuation;
#elif defined(_FULLRANGE_SOFT_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d * attenuation);
return lightColor * ramp;
#elif defined(_OLD_SOFT_RAMP)
// for unmodified behaviour with existing projects when
// the HARD_DIFFUSE_RAMP define was disabled in this file.
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * (attenuation * 2);
#else // _OLD_HARD_RAMP
// old default, for unmodified behaviour with existing projects,
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
return lightColor * ramp;
#endif
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Rim Lighting functions
//
#ifdef _RIM_LIGHTING
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _RimPower;
uniform fixed4 _RimColor;
#endif
inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
{
fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
float rimPower = pow(invDot, _RimPower);
float rim = saturate(rimPower * _RimColor.a);
#if defined(_DIFFUSE_RAMP)
rim = calculateDiffuseRamp(rim).r;
#endif
return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
}
#endif //_RIM_LIGHTING
////////////////////////////////////////
// Emission functions
//
#ifdef _EMISSION
uniform sampler2D _EmissionMap;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _EmissionColor;
uniform float _EmissionPower;
#endif
#define APPLY_EMISSION(diffuse, uv) diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower;
#define APPLY_EMISSION_SPECULAR(pixel, uv) pixel.rgb += (tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower) * pixel.a;
#else //!_EMISSION
#define APPLY_EMISSION(diffuse, uv)
#define APPLY_EMISSION_SPECULAR(pixel, uv)
#endif //!_EMISSION
#endif // SPRITE_LIGHTING_INCLUDED
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