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206 lines
5.5 KiB
206 lines
5.5 KiB
Shader "Universal Render Pipeline/2D/Spine/Skeleton Lit" {
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Properties {
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[NoScaleOffset] _MaskTex("Mask", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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}
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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ENDHLSL
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SubShader {
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// UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" }
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Cull Off
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ZWrite Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Tags { "LightMode" = "Universal2D" }
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
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#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
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struct Attributes {
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float3 positionOS : POSITION;
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half4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings {
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float4 positionCS : SV_POSITION;
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half4 color : COLOR0;
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float2 uv : TEXCOORD0;
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float2 lightingUV : TEXCOORD1;
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};
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex CombinedShapeLightVertex
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#pragma fragment CombinedShapeLightFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#define USE_URP
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#include "../Include/SpineCoreShaders/Spine-Common.cginc"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_MaskTex);
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SAMPLER(sampler_MaskTex);
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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Varyings CombinedShapeLightVertex(Attributes v)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(v.positionOS);
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o.uv = v.uv;
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float4 clipVertex = o.positionCS / o.positionCS.w;
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o.lightingUV = ComputeScreenPos(clipVertex).xy;
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o.color = PMAGammaToTargetSpace(v.color);
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return o;
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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half4 CombinedShapeLightFragment(Varyings i) : SV_Target
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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tex.rgb *= tex.a;
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#endif
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half4 main = tex * i.color;
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#if !defined(_LIGHT_AFFECTS_ADDITIVE)
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if (i.color.a == 0)
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return main;
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#endif
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half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
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#if UNITY_VERSION < 202120
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return half4(CombinedShapeLightShared(half4(main.rgb, 1), mask, i.lightingUV).rgb, main.a);
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#else
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SurfaceData2D surfaceData;
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InputData2D inputData;
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surfaceData.albedo = main.rgb;
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surfaceData.alpha = 1;
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surfaceData.mask = mask;
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inputData.uv = i.uv;
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inputData.lightingUV = i.lightingUV;
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return half4(CombinedShapeLightShared(surfaceData, inputData).rgb, main.a);
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#endif
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}
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "NormalsRendering"}
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma vertex NormalsRenderingVertex
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#pragma fragment NormalsRenderingFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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Varyings NormalsRenderingVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = attributes.uv;
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o.color = attributes.color;
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o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
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return o;
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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float4 NormalsRenderingFragment(Varyings i) : SV_Target
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{
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float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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half3 normalTS = half3(0, 0, 1);
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half3 tangentWS = half3(0, 0, 0);
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half3 bitangentWS = half3(0, 0, 0);
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return NormalsRenderingShared(mainTex, normalTS, tangentWS, bitangentWS, i.normalWS);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Unlit"
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Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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#include "Include/Spine-SkeletonLit-UnlitPass-URP-2D.hlsl"
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/2D/Sprite-Lit-Default"
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}
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