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 +1,85 @@
Shader "Universal Render Pipeline/Spine/Outline/Skeleton" {
Properties {
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
_Color(" Light Color", Color) = (1,1,1,1)
_Black(" Dark Color", Color) = (0,0,0,0)
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Blend One OneMinusSrcAlpha
ZWrite Off
Cull Off
Name "Outline"
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_local _ PIXELSNAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define NO_CUTOFF_PARAM
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
UsePass "Universal Render Pipeline/Spine/Skeleton/FORWARD"
UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
UsePass "Universal Render Pipeline/Spine/Skeleton/DEPTHONLY"
}
FallBack "Universal Render Pipeline/Unlit"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,64 @@
Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
Properties {
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define NO_CUTOFF_PARAM
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,138 @@
Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite On
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define NO_CUTOFF_PARAM
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask R
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-URP.hlsl"
#include "../Include/Spine-DepthOnlyPass-URP.hlsl"
ENDHLSL
}
// This pass is used when drawing to a _CameraNormalsTexture texture
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
HLSLPROGRAM
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-URP.hlsl"
#include "../Include/Spine-DepthNormalsPass-URP.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
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ShaderImporter:
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defaultTextures: []
nonModifiableTextures: []
userData:
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@@ -0,0 +1,92 @@
Shader "Universal Render Pipeline/Spine/Outline/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0
[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
_Color(" Light Color", Color) = (1,1,1,1)
_Black(" Dark Color", Color) = (0,0,0,0)
[MaterialToggle(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)] _AdaptiveProbeVolumesPerPixel("APV per Pixel", Float) = 1
[MaterialToggle(_FOG)] _Fog("Fog", Float) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite[_ZWrite]
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Blend One OneMinusSrcAlpha
ZWrite Off
Cull Off
Name "Outline"
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_local _ PIXELSNAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define NO_CUTOFF_PARAM
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/FORWARDLIT"
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/SHADOWCASTER"
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHONLY"
UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHNORMALS"
}
FallBack "Universal Render Pipeline/Spine/Skeleton"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
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@@ -0,0 +1,126 @@
Shader "Universal Render Pipeline/Spine/Outline/Sprite"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite("Depth Write", Float) = 0.0
_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue("Custom Render Queue", Float) = 0.0
_OverlayColor("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor("Rim Color", Color) = (1,1,1,1)
_BlendTex("Blend Texture", 2D) = "white" {}
_BlendAmount("Blend", Range(0,1)) = 0.0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
_Black("Dark Color", Color) = (0,0,0,0)
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _RenderQueue("__queue", Float) = 0.0
[HideInInspector] _Cull("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Blend One OneMinusSrcAlpha
ZWrite[_ZWrite]
Cull[_Cull]
Pass {
Name "Outline"
Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
#pragma shader_feature _ _OUTLINE_FILL_INSIDE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_local _ PIXELSNAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define NO_CUTOFF_PARAM
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
UsePass "Universal Render Pipeline/Spine/Sprite/FORWARDLIT"
UsePass "Universal Render Pipeline/Spine/Sprite/SHADOWCASTER"
UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHONLY"
UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHNORMALS"
UsePass "Universal Render Pipeline/Spine/Sprite/UNLIT"
}
FallBack "Universal Render Pipeline/Spine/Skeleton"
CustomEditor "SpineSpriteShaderGUI"
}
@@ -0,0 +1,9 @@
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