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[unity] URP Shaders: Added Tint Black functionality at "Blend Modes" URP 2D and 3D shaders.

Harald Csaszar 1 年之前
父節點
當前提交
3c1492ac32
共有 13 個文件被更改,包括 138 次插入144 次删除
  1. 1 0
      CHANGELOG.md
  2. 21 4
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Additive-URP-2D.shader
  3. 21 4
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Multiply-URP-2D.shader
  4. 21 4
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Screen-URP-2D.shader
  5. 19 36
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Additive-URP.shader
  6. 26 7
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Multiply-URP.shader
  7. 26 7
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Screen-URP.shader
  8. 0 40
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-BlendModes-NormalPass-URP.hlsl
  9. 0 10
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-BlendModes-NormalPass-URP.hlsl.meta
  10. 0 21
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-BlendModes-URP.hlsl
  11. 0 10
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-BlendModes-URP.hlsl.meta
  12. 2 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl
  13. 1 1
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json

+ 1 - 0
CHANGELOG.md

@@ -115,6 +115,7 @@
   * URP Shaders: Added `Depth Write` property to shaders `Universal Render Pipeline/Spine/Skeleton` and `Universal Render Pipeline/Spine/Skeleton Lit`. Defaults to false to maintain existing behaviour.
   * Added `Animation Update` mode (called `UpdateTiming` in code) `In Late Update` for `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic`. This allows you to update the `SkeletonMecanim` skeleton in the same frame that the Mecanim Animator updated its state, which happens between `Update` and `LateUpdate`.
   * URP Shaders: Added URP "Blend Mode" shader variants for both URP 3D and URP 2D renderers. They are listed under shader name "Universal Render Pipeline/Spine/Blend Modes/" and "Universal Render Pipeline/2D/Spine/Blend Modes/" respectively.
+  * URP Shaders: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at "Blend Modes" Spine URP shaders (2D and 3D shaders).
 
 * **Breaking changes**
   * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

+ 21 - 4
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Additive-URP-2D.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -28,9 +30,24 @@
 			Tags { "LightMode" = "Universal2D" }
 
 			HLSLPROGRAM
+			// Required to compile gles 2.0 with standard srp library
+			#pragma prefer_hlslcc gles
+			#pragma exclude_renderers d3d11_9x
+
+			// -------------------------------------
+			// Unity defined keywords
+			#pragma multi_compile_fog
+
+			//--------------------------------------
+			// GPU Instancing
+			#pragma multi_compile_instancing
+
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
 			#pragma vertex vert
 			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 
 			#undef LIGHTMAP_ON
 
@@ -38,10 +55,10 @@
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../../Include/Spine-Input-URP.hlsl"
+			#include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
 		}
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 21 - 4
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Multiply-URP-2D.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -28,9 +30,24 @@
 			Tags { "LightMode" = "Universal2D" }
 
 			HLSLPROGRAM
+			// Required to compile gles 2.0 with standard srp library
+			#pragma prefer_hlslcc gles
+			#pragma exclude_renderers d3d11_9x
+
+			// -------------------------------------
+			// Unity defined keywords
+			#pragma multi_compile_fog
+
+			//--------------------------------------
+			// GPU Instancing
+			#pragma multi_compile_instancing
+
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
 			#pragma vertex vert
 			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 
 			#undef LIGHTMAP_ON
 
@@ -38,10 +55,10 @@
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../../Include/Spine-Input-URP.hlsl"
+			#include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
 		}
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 21 - 4
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/BlendModes/Spine-Skeleton-Screen-URP-2D.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -28,9 +30,24 @@
 			Tags { "LightMode" = "Universal2D" }
 
 			HLSLPROGRAM
+			// Required to compile gles 2.0 with standard srp library
+			#pragma prefer_hlslcc gles
+			#pragma exclude_renderers d3d11_9x
+
+			// -------------------------------------
+			// Unity defined keywords
+			#pragma multi_compile_fog
+
+			//--------------------------------------
+			// GPU Instancing
+			#pragma multi_compile_instancing
+
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
 			#pragma vertex vert
 			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 
 			#undef LIGHTMAP_ON
 
@@ -38,10 +55,10 @@
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../../Include/Spine-BlendModes-NormalPass-URP.hlsl"
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../../Include/Spine-Input-URP.hlsl"
+			#include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
 		}
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 19 - 36
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Additive-URP.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -15,7 +17,6 @@
 		Fog { Mode Off }
 		Cull Off
 		ZWrite Off
-		Blend One One
 		Lighting Off
 
 		Stencil {
@@ -27,59 +28,41 @@
 		Pass {
 			Name "Forward"
 			Tags{"LightMode" = "UniversalForward"}
-			HLSLPROGRAM
-			#pragma vertex vert
-			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
-
-			#undef LIGHTMAP_ON
 
-			#define USE_URP
-			#define fixed4 half4
-			#define fixed3 half3
-			#define fixed half
-			#include "../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
-			ENDHLSL
-		}
-
-		Pass
-		{
-			Name "ShadowCaster"
-			Tags{"LightMode" = "ShadowCaster"}
-
-			ZWrite On
-			ColorMask 0
-			ZTest LEqual
-			Cull Off
+			Blend One One
 
 			HLSLPROGRAM
 			// Required to compile gles 2.0 with standard srp library
 			#pragma prefer_hlslcc gles
 			#pragma exclude_renderers d3d11_9x
-			#pragma target 2.0
 
 			// -------------------------------------
-			// Material Keywords
-			#pragma shader_feature _ALPHATEST_ON
+			// Unity defined keywords
+			#pragma multi_compile_fog
 
 			//--------------------------------------
 			// GPU Instancing
 			#pragma multi_compile_instancing
-			#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
 
-			#pragma vertex ShadowPassVertexSkeletonLit
-			#pragma fragment ShadowPassFragmentSkeletonLit
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#undef LIGHTMAP_ON
 
 			#define USE_URP
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl"
-
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../Include/Spine-Input-URP.hlsl"
+			#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
-		}
+	 	}
+
+		UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 26 - 7
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Multiply-URP.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -15,7 +17,6 @@
 		Fog { Mode Off }
 		Cull Off
 		ZWrite Off
-		Blend DstColor OneMinusSrcAlpha
 		Lighting Off
 
 		Stencil {
@@ -27,10 +28,28 @@
 		Pass {
 			Name "Forward"
 			Tags{"LightMode" = "UniversalForward"}
+
+			Blend DstColor OneMinusSrcAlpha
+
 			HLSLPROGRAM
+			// Required to compile gles 2.0 with standard srp library
+			#pragma prefer_hlslcc gles
+			#pragma exclude_renderers d3d11_9x
+
+			// -------------------------------------
+			// Unity defined keywords
+			#pragma multi_compile_fog
+
+			//--------------------------------------
+			// GPU Instancing
+			#pragma multi_compile_instancing
+
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
 			#pragma vertex vert
 			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 
 			#undef LIGHTMAP_ON
 
@@ -38,12 +57,12 @@
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../Include/Spine-Input-URP.hlsl"
+			#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
-		}
+	 	}
 
-		UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
+		UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 26 - 7
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/BlendModes/Spine-Skeleton-Screen-URP.shader

@@ -4,6 +4,8 @@
 		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
+		[MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
+		_Black("    Dark Color", Color) = (0,0,0,0)
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 	}
@@ -15,7 +17,6 @@
 		Fog { Mode Off }
 		Cull Off
 		ZWrite Off
-		Blend One OneMinusSrcColor
 		Lighting Off
 
 		Stencil {
@@ -27,10 +28,28 @@
 		Pass {
 			Name "Forward"
 			Tags{"LightMode" = "UniversalForward"}
+
+			Blend One OneMinusSrcColor
+			
 			HLSLPROGRAM
+			// Required to compile gles 2.0 with standard srp library
+			#pragma prefer_hlslcc gles
+			#pragma exclude_renderers d3d11_9x
+
+			// -------------------------------------
+			// Unity defined keywords
+			#pragma multi_compile_fog
+
+			//--------------------------------------
+			// GPU Instancing
+			#pragma multi_compile_instancing
+
+			//--------------------------------------
+			// Spine related keywords
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
+			#pragma shader_feature _TINT_BLACK_ON
 			#pragma vertex vert
 			#pragma fragment frag
-			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 
 			#undef LIGHTMAP_ON
 
@@ -38,12 +57,12 @@
 			#define fixed4 half4
 			#define fixed3 half3
 			#define fixed half
-			#include "../Include/Spine-Input-BlendModes-URP.hlsl"
-			#include "../Include/Spine-BlendModes-NormalPass-URP.hlsl"
+			#define APPLY_MATERIAL_TINT_COLOR
+			#include "../Include/Spine-Input-URP.hlsl"
+			#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
 			ENDHLSL
-		}
+	 	}
 
-		UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER"
+		UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
 	}
-	CustomEditor "SpineShaderWithOutlineGUI"
 }

+ 0 - 40
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-BlendModes-NormalPass-URP.hlsl

@@ -1,40 +0,0 @@
-#ifndef BLENDMODES_NORMAL_PASS_URP_INCLUDED
-#define BLENDMODES_NORMAL_PASS_URP_INCLUDED
-
-#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
-#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
-#include "SpineCoreShaders/Spine-Common.cginc"
-#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
-
-struct VertexInput {
-	float3 pos : POSITION;
-	float2 uv : TEXCOORD0;
-	float4 vertexColor : COLOR;
-};
-
-struct VertexOutput {
-	float4 pos : SV_POSITION;
-	float2 uv : TEXCOORD0;
-	float4 vertexColor : COLOR;
-};
-
-VertexOutput vert(VertexInput v) {
-	VertexOutput o;
-	float3 positionWS = TransformObjectToWorld(v.pos);
-	o.pos = TransformWorldToHClip(positionWS);
-	o.uv = v.uv;
-	o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
-	return o;
-}
-
-float4 frag(VertexOutput i) : SV_Target{
-	float4 texColor = tex2D(_MainTex, i.uv);
-
-	#if defined(_STRAIGHT_ALPHA_INPUT)
-	texColor.rgb *= texColor.a;
-	#endif
-
-	return (texColor * i.vertexColor);
-}
-
-#endif

+ 0 - 10
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-BlendModes-NormalPass-URP.hlsl.meta

@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: 444419be824cb1d4482a06b558b0892a
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  preprocessorOverride: 0
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 21
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-BlendModes-URP.hlsl

@@ -1,21 +0,0 @@
-#ifndef URP_INPUT_BLEND_MODES_INCLUDED
-#define URP_INPUT_BLEND_MODES_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;
-
-CBUFFER_END
-
-sampler2D _MainTex;
-
-#endif

+ 0 - 10
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Input-BlendModes-URP.hlsl.meta

@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: 7fbcfe81149b96e458243062a65e31b4
-ShaderImporter:
-  externalObjects: {}
-  defaultTextures: []
-  nonModifiableTextures: []
-  preprocessorOverride: 0
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 2 - 0
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Skeleton-ForwardPass-URP.hlsl

@@ -41,6 +41,8 @@ VertexOutput vert(appdata v) {
 	o.color *= _Color;
 	o.darkColor = GammaToTargetSpace(
 		half3(v.tintBlackRG.r, v.tintBlackRG.g, v.tintBlackB.r)) + _Black.rgb;
+#elif defined (APPLY_MATERIAL_TINT_COLOR)
+	o.color *= _Color;
 #endif
 	return o;
 }

+ 1 - 1
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json

@@ -2,7 +2,7 @@
   "name": "com.esotericsoftware.spine.urp-shaders",
   "displayName": "Spine Universal RP Shaders",
   "description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
-  "version": "4.1.25",
+  "version": "4.1.26",
   "unity": "2019.3",
   "author": {
     "name": "Esoteric Software",