|
@@ -1,9 +1,13 @@
|
|
|
-Shader "Spine/Skeleton Lit" {
|
|
|
+// - Vertex Lit + ShadowCaster
|
|
|
+// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
|
|
|
+// - Double-sided, no depth
|
|
|
+
|
|
|
+Shader "Spine/Skeleton Lit" {
|
|
|
Properties {
|
|
|
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
|
|
- [NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {}
|
|
|
+ [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
|
|
}
|
|
|
- // 2 texture stage GPUs
|
|
|
+
|
|
|
SubShader {
|
|
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
|
LOD 100
|
|
@@ -12,14 +16,132 @@
|
|
|
ZWrite Off
|
|
|
Blend One OneMinusSrcAlpha
|
|
|
|
|
|
+// Pass {
|
|
|
+// Tags { "LightMode"="Vertex" }
|
|
|
+// ColorMaterial AmbientAndDiffuse
|
|
|
+// Lighting On
|
|
|
+// SetTexture [_MainTex] {
|
|
|
+// Combine texture * primary DOUBLE, texture * primary
|
|
|
+// }
|
|
|
+// }
|
|
|
+
|
|
|
Pass {
|
|
|
- Tags { "LightMode"="Vertex" }
|
|
|
- ColorMaterial AmbientAndDiffuse
|
|
|
- Lighting On
|
|
|
- SetTexture [_MainTex] {
|
|
|
- Combine texture * primary DOUBLE, texture * primary
|
|
|
+ Tags {
|
|
|
+ "LIGHTMODE"="Vertex"
|
|
|
+ "QUEUE"="Transparent"
|
|
|
+ "IGNOREPROJECTOR"="true"
|
|
|
+ "RenderType"="Transparent"
|
|
|
}
|
|
|
- }
|
|
|
+
|
|
|
+ ZWrite Off
|
|
|
+ Cull Off
|
|
|
+ Blend One OneMinusSrcAlpha
|
|
|
+
|
|
|
+ CGPROGRAM
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+ #pragma target 2.0
|
|
|
+ #include "UnityCG.cginc"
|
|
|
+
|
|
|
+ // ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
|
|
|
+ #if defined(SHADER_API_GLES)
|
|
|
+ #define LIGHT_LOOP_LIMIT 8
|
|
|
+ #elif defined(SHADER_API_N3DS)
|
|
|
+ #define LIGHT_LOOP_LIMIT 4
|
|
|
+ #else
|
|
|
+ #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
|
|
|
+ #endif
|
|
|
+
|
|
|
+ #pragma multi_compile __ POINT SPOT
|
|
|
+
|
|
|
+ half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half atten) {
|
|
|
+ half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
|
|
|
+ // diffuse
|
|
|
+ half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
|
|
|
+ return color * atten;
|
|
|
+ }
|
|
|
+
|
|
|
+ half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor) {
|
|
|
+ float3 dirToLight = unity_LightPosition[idx].xyz;
|
|
|
+ half att = 1.0;
|
|
|
+
|
|
|
+ #if defined(POINT) || defined(SPOT)
|
|
|
+ dirToLight -= eyePosition * unity_LightPosition[idx].w;
|
|
|
+
|
|
|
+ // distance attenuation
|
|
|
+ float distSqr = dot(dirToLight, dirToLight);
|
|
|
+ att /= (1.0 + unity_LightAtten[idx].z * distSqr);
|
|
|
+ if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
|
|
|
+ distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
|
|
|
+ dirToLight *= rsqrt(distSqr);
|
|
|
+ #if defined(SPOT)
|
|
|
+
|
|
|
+ // spot angle attenuation
|
|
|
+ half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
|
|
|
+ half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
|
|
|
+ att *= saturate(spotAtt);
|
|
|
+ #endif
|
|
|
+ #endif
|
|
|
+
|
|
|
+ att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
|
|
|
+ return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, att), 1.0);
|
|
|
+ }
|
|
|
+
|
|
|
+ int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
|
|
|
+
|
|
|
+ struct appdata {
|
|
|
+ float3 pos : POSITION;
|
|
|
+ float3 normal : NORMAL;
|
|
|
+ half4 color : COLOR;
|
|
|
+ float3 uv0 : TEXCOORD0;
|
|
|
+ UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput {
|
|
|
+ fixed4 color : COLOR0;
|
|
|
+ float2 uv0 : TEXCOORD0;
|
|
|
+ float4 pos : SV_POSITION;
|
|
|
+ UNITY_VERTEX_OUTPUT_STEREO
|
|
|
+ };
|
|
|
+
|
|
|
+ VertexOutput vert (appdata v) {
|
|
|
+ VertexOutput o;
|
|
|
+ UNITY_SETUP_INSTANCE_ID(v);
|
|
|
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
+
|
|
|
+ half4 color = v.color;
|
|
|
+ float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
|
|
|
+ half3 fixedNormal = half3(0,0,-1);
|
|
|
+ half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
|
|
|
+ half3 viewDir = 0.0;
|
|
|
+
|
|
|
+ // Lights
|
|
|
+ half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
|
|
|
+ for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
|
|
|
+ lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color);
|
|
|
+ }
|
|
|
+
|
|
|
+ color.rgb = lcolor.rgb;
|
|
|
+ o.color = saturate(color);
|
|
|
+ o.uv0 = v.uv0;
|
|
|
+ o.pos = UnityObjectToClipPos(v.pos);
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+
|
|
|
+ sampler2D _MainTex;
|
|
|
+
|
|
|
+ fixed4 frag (VertexOutput i) : SV_Target {
|
|
|
+ fixed4 tex = tex2D(_MainTex, i.uv0);
|
|
|
+
|
|
|
+ fixed4 col;
|
|
|
+ col.rgb = tex * i.color;
|
|
|
+ col *= 2;
|
|
|
+ col.a = tex.a * i.color.a;
|
|
|
+ return col;
|
|
|
+ }
|
|
|
+ ENDCG
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
Pass {
|
|
|
Name "Caster"
|
|
@@ -63,22 +185,4 @@
|
|
|
ENDCG
|
|
|
}
|
|
|
}
|
|
|
- // 1 texture stage GPUs
|
|
|
- SubShader {
|
|
|
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
|
|
- LOD 100
|
|
|
-
|
|
|
- Cull Off
|
|
|
- ZWrite Off
|
|
|
- Blend One OneMinusSrcAlpha
|
|
|
-
|
|
|
- Pass {
|
|
|
- Tags { "LightMode"="Vertex" }
|
|
|
- ColorMaterial AmbientAndDiffuse
|
|
|
- Lighting On
|
|
|
- SetTexture [_MainTex] {
|
|
|
- Combine texture * primary DOUBLE, texture * primary
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
}
|