Browse Source

[unity] Update shaders.

pharan 8 years ago
parent
commit
52fc282984
22 changed files with 185 additions and 141 deletions
  1. 0 90
      spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader
  2. 59 0
      spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader
  3. 0 0
      spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader.meta
  4. 57 0
      spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader
  5. 9 0
      spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta
  6. 17 18
      spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader
  7. 0 0
      spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader.meta
  8. 3 1
      spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc
  9. 3 1
      spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader
  10. 9 12
      spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader
  11. 0 0
      spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader.meta
  12. 7 7
      spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader
  13. 0 0
      spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader.meta
  14. 9 11
      spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader
  15. 0 0
      spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader.meta
  16. 9 0
      spine-unity/Assets/spine-unity/Shaders/Utility.meta
  17. 3 1
      spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader
  18. 0 0
      spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader.meta
  19. 0 0
      spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat
  20. 0 0
      spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat.meta
  21. 0 0
      spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader
  22. 0 0
      spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader.meta

+ 0 - 90
spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader

@@ -1,90 +0,0 @@
-//Shader written by Alex Dixon
-Shader "Spine/Special/SkeletonGhost" 
-{
-    Properties 
-    {
-        _Color ("Main Color", Color) = (1,1,1,1)
-        _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
-		_TextureFade ("Texture Fade Out", Range(0,1)) = 0
-    }
-    SubShader 
-    {
-    
-      Tags {"Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent"}
-      Fog { Mode Off }
-      Blend One OneMinusSrcAlpha
-      ZWrite Off
-	  Cull Off
-      
-        Pass 
-        {
-            Tags {"LightMode" = "Always"}                      // This Pass tag is important or Unity may not give it the correct light information.
-           		CGPROGRAM
-                #pragma vertex vert
-                #pragma fragment frag
-                //#pragma multi_compile_fwdbase                       // This line tells Unity to compile this pass for forward base.
-                
-                #include "UnityCG.cginc"
-                //#include "AutoLight.cginc"
-                    
-               	struct vertex_input
-               	{
-               		float4 vertex : POSITION;
-               		float2 texcoord : TEXCOORD0;
-					float4 color : COLOR;
-               	};
-                
-                struct vertex_output
-                {
-                    float4  pos         : SV_POSITION;
-                    float2  uv          : TEXCOORD0;
-					float4 color : COLOR;
-                };
-                
-                sampler2D _MainTex;
-                fixed4 _Color;
-				fixed _TextureFade;
-                
-                vertex_output vert (vertex_input v)
-                {
-                    vertex_output o;
-                    o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
-                    o.uv = v.texcoord.xy;
-                    o.color = v.color;
-					
-						         
-                    return o;
-                }
-                
-                fixed4 frag(vertex_output i) : COLOR
-                {
-                    fixed4 tex = tex2D(_MainTex, i.uv);
-
-					tex = fixed4(max(_TextureFade, tex.r), max(_TextureFade, tex.g), max(_TextureFade, tex.b), tex.a);
-
-					return tex * ((i.color * _Color) * tex.a);
-
-
-
-					//float finalAlpha = tex.a * i.color.a * _Color.a;
-
-                    /*
-                    TODO:  Add basic lighting stuff in later?
-
-                    fixed4 c;
-					c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb);       // Ambient term. Only do this in Forward Base. It only needs calculating once.
-                    c.rgb += tex.rgb; // Diffuse and specular.
-					//Unity 4: c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb * 2);       // Ambient term. Only do this in Forward Base. It only needs calculating once.
-					//Unity 4: c.rgb += (tex.rgb * _LightColor0.rgb * diff) * (atten * 2); // Diffuse and specular.
-                    c.a = tex.a;  // + _LightColor0.a * atten;
-
-                    return c;
-					*/
-                }
-            ENDCG
-        }
-             
-        
-    }
-    //FallBack "Transparent/Cutout/VertexLit"    // Use VertexLit's shadow caster/receiver passes.
-}

+ 59 - 0
spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader

@@ -0,0 +1,59 @@
+// - Unlit + no shadow
+// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
+// - Double-sided, no depth
+
+Shader "Spine/Special/SkeletonGhost" {
+    Properties {
+		_Color ("Main Color", Color) = (1,1,1,1)
+		_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
+		_TextureFade ("Texture Fade Out", Range(0,1)) = 0
+    }
+    SubShader {
+		Tags {
+			"Queue"="Transparent"
+			"IgnoreProjector"="False"
+			"RenderType"="Transparent"
+		}
+		Fog { Mode Off }
+		Blend One OneMinusSrcAlpha
+		ZWrite Off
+		Cull Off
+      
+		Pass {
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#include "UnityCG.cginc"
+			sampler2D _MainTex;
+			fixed4 _Color;
+			fixed _TextureFade;
+			    
+			struct VertexInput {
+				float4 vertex : POSITION;
+				float2 uv : TEXCOORD0;
+				float4 color : COLOR;
+			};
+
+			struct VertexOutput {
+			    float4  pos : SV_POSITION;
+			    float2  uv : TEXCOORD0;
+				float4 color : COLOR;
+			};
+
+			VertexOutput vert (VertexInput v) {
+			    VertexOutput o;
+			    o.pos = UnityObjectToClipPos(v.vertex);
+			    o.uv = v.uv;
+			    o.color = v.color;
+			    return o;
+			}
+
+			fixed4 frag (VertexOutput i) : COLOR {
+			    fixed4 tc = tex2D(_MainTex, i.uv);
+				tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a);
+				return tc * ((i.color * _Color) * tc.a);
+			}
+			ENDCG
+		}
+    }
+}

+ 0 - 0
spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/SkeletonGhost.shader.meta → spine-unity/Assets/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader.meta


+ 57 - 0
spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader

@@ -0,0 +1,57 @@
+// - Unlit + no shadow
+// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
+// - Double-sided, no depth
+
+Shader "Spine/Skeleton Fill" {
+	Properties {
+		_FillColor ("FillColor", Color) = (1,1,1,1)
+		_FillPhase ("FillPhase", Range(0, 1)) = 0
+		[NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {}
+	}
+	SubShader {
+		Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane" }
+		Blend One OneMinusSrcAlpha
+		Cull Off
+		ZWrite Off
+		Lighting Off
+
+		Pass {
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#include "UnityCG.cginc"
+			sampler2D _MainTex;
+			float4 _FillColor;
+			float _FillPhase;
+
+			struct VertexInput {
+				float4 vertex : 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 = (VertexOutput)0;
+				o.uv = v.uv;
+				o.vertexColor = v.vertexColor;
+				o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+				return o;
+			}
+
+			float4 frag (VertexOutput i) : COLOR {
+				float4 rawColor = tex2D(_MainTex,i.uv);
+				float finalAlpha = (rawColor.a * i.vertexColor.a);
+				float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillPhase); // make sure to PMA _FillColor.
+				return fixed4(finalColor, finalAlpha);
+			}
+			ENDCG
+		}
+	}
+	FallBack "Diffuse"
+}

+ 9 - 0
spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 45495790b394f894a967dbf44489b57b
+timeCreated: 1492385797
+licenseType: Free
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 17 - 18
spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader → spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader

@@ -14,7 +14,6 @@ Shader "Spine/Skeleton Tint" {
 
 	SubShader {
 		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-		LOD 100
 
 		Fog { Mode Off }
 		Cull Off
@@ -26,11 +25,10 @@ Shader "Spine/Skeleton Tint" {
 			CGPROGRAM
 			#pragma vertex vert
 			#pragma fragment frag
-			//#pragma multi_compile_fwdbase
 			#include "UnityCG.cginc"
-			uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
-			uniform float4 _Color;
-			uniform float4 _Black;
+			sampler2D _MainTex;
+			float4 _Color;
+			float4 _Black;
 
 			struct VertexInput {
 				float4 vertex : POSITION;
@@ -46,8 +44,8 @@ Shader "Spine/Skeleton Tint" {
 
 			VertexOutput vert (VertexInput v) {
 				VertexOutput o;
-				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
-				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+				o.pos = UnityObjectToClipPos(v.vertex); // replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+				o.uv = v.uv;
 				o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
 				return o;
 			}
@@ -63,34 +61,35 @@ Shader "Spine/Skeleton Tint" {
 			Name "Caster"
 			Tags { "LightMode"="ShadowCaster" }
 			Offset 1, 1
-
 			ZWrite On
 			ZTest LEqual
 
+			Fog { Mode Off }
+			Cull Off
+			Lighting Off
+
 			CGPROGRAM
 			#pragma vertex vert
 			#pragma fragment frag
 			#pragma multi_compile_shadowcaster
 			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "UnityCG.cginc"
-			struct v2f { 
+			sampler2D _MainTex;
+			fixed _Cutoff;
+
+			struct VertexOutput { 
 				V2F_SHADOW_CASTER;
 				float2 uv : TEXCOORD1;
 			};
 
-			uniform float4 _MainTex_ST;
-
-			v2f vert (appdata_base v) {
-				v2f o;
+			VertexOutput vert (appdata_base v) {
+				VertexOutput o;
+				o.uv = v.texcoord;
 				TRANSFER_SHADOW_CASTER(o)
-				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
 				return o;
 			}
 
-			uniform sampler2D _MainTex;
-			uniform fixed _Cutoff;
-
-			float4 frag (v2f i) : COLOR {
+			float4 frag (VertexOutput i) : COLOR {
 				fixed4 texcol = tex2D(_MainTex, i.uv);
 				clip(texcol.a - _Cutoff);
 				SHADOW_CASTER_FRAGMENT(i)

+ 0 - 0
spine-unity/Assets/spine-unity/Modules/Shaders/SkeletonTint.shader.meta → spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader.meta


+ 3 - 1
spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc

@@ -1,3 +1,5 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
 #ifndef SHADER_SHARED_INCLUDED
 #define SHADER_SHARED_INCLUDED
 
@@ -14,7 +16,7 @@ inline float4 calculateWorldPos(float4 vertex)
 
 inline float4 calculateLocalPos(float4 vertex)
 {
-	return mul(UNITY_MATRIX_MVP, vertex);
+	return UnityObjectToClipPos(vertex);
 }
 
 inline half3 calculateWorldNormal(float3 normal)

+ 3 - 1
spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/SpriteDepthNormalsTexture.shader

@@ -1,3 +1,5 @@
+// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
+
 Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
 
 // Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
@@ -210,7 +212,7 @@ struct appdata {
     float4 vertex : POSITION;
     float3 normal : NORMAL;
     fixed4 color : COLOR;
-	UNITY_INSTANCE_ID
+	UNITY_VERTEX_INPUT_INSTANCE_ID
 };
 v2f vert( appdata v ) {
 	v2f o;

+ 9 - 12
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader → spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader

@@ -50,31 +50,28 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
 			#pragma vertex vert
 			#pragma fragment frag
 			#include "UnityCG.cginc"
-			
-			struct appdata_t
-			{
+			fixed4 _Color;
+
+			struct VertexInput {
 				float4 vertex   : POSITION;
 				float4 color    : COLOR;
 				float2 texcoord : TEXCOORD0;
 			};
 
-			struct v2f
-			{
+			struct VertexOutput {
 				float4 vertex   : SV_POSITION;
 				fixed4 color    : COLOR;
 				half2 texcoord  : TEXCOORD0;
 			};
 			
-			fixed4 _Color;
 
-			v2f vert(appdata_t IN)
-			{
-				v2f OUT;
-				OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
+			VertexOutput vert (VertexInput IN) {
+				VertexOutput OUT;
+				OUT.vertex = UnityObjectToClipPos(IN.vertex);
 				OUT.texcoord = IN.texcoord;
 
 				#ifdef UNITY_HALF_TEXEL_OFFSET
-				OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
+				OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
 				#endif
 
 				OUT.color = IN.color * _Color;
@@ -83,7 +80,7 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
 
 			sampler2D _MainTex;
 
-			fixed4 frag(v2f IN) : SV_Target
+			fixed4 frag (VertexOutput IN) : SV_Target
 			{
 				half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
 				//clip(color.a - 0.01);

+ 0 - 0
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphic.shader.meta → spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader.meta


+ 7 - 7
spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader → spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader

@@ -29,9 +29,9 @@ Shader "Spine/Skeleton Tint Black" {
 			#pragma vertex vert
 			#pragma fragment frag
 			#include "UnityCG.cginc"
-			uniform sampler2D _MainTex;
-			uniform float4 _Color;
-			uniform float4 _Black;
+			sampler2D _MainTex;
+			float4 _Color;
+			float4 _Black;
 
 			struct VertexInput {
 				float4 vertex : POSITION;
@@ -51,7 +51,7 @@ Shader "Spine/Skeleton Tint Black" {
 
 			VertexOutput vert (VertexInput v) {
 				VertexOutput o;
-				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
+				o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 				o.uv = v.uv;
 				o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
 				o.uv1 = v.uv1;
@@ -80,6 +80,9 @@ Shader "Spine/Skeleton Tint Black" {
 			#pragma multi_compile_shadowcaster
 			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "UnityCG.cginc"
+			sampler2D _MainTex;
+			fixed _Cutoff;
+
 			struct v2f { 
 				V2F_SHADOW_CASTER;
 				float2 uv : TEXCOORD1;
@@ -92,9 +95,6 @@ Shader "Spine/Skeleton Tint Black" {
 				return o;
 			}
 
-			uniform sampler2D _MainTex;
-			uniform fixed _Cutoff;
-
 			float4 frag (v2f i) : COLOR {
 				fixed4 texcol = tex2D(_MainTex, i.uv);
 				clip(texcol.a - _Cutoff);

+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/Skeleton TintBlack.shader.meta → spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader.meta


+ 9 - 11
spine-unity/Assets/spine-unity/Shaders/Skeleton.shader → spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader

@@ -3,10 +3,9 @@ Shader "Spine/Skeleton" {
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[NoScaleOffset] _MainTex ("Texture to blend", 2D) = "black" {}
 	}
-	// 2 texture stage GPUs
+
 	SubShader {
 		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-		LOD 100
 
 		Fog { Mode Off }
 		Cull Off
@@ -15,6 +14,7 @@ Shader "Spine/Skeleton" {
 		Lighting Off
 
 		Pass {
+			Fog { Mode Off }
 			ColorMaterial AmbientAndDiffuse
 			SetTexture [_MainTex] {
 				Combine texture * primary
@@ -25,9 +25,10 @@ Shader "Spine/Skeleton" {
 			Name "Caster"
 			Tags { "LightMode"="ShadowCaster" }
 			Offset 1, 1
-
 			ZWrite On
 			ZTest LEqual
+
+			Fog { Mode Off }
 			Cull Off
 			Lighting Off
 
@@ -37,23 +38,21 @@ Shader "Spine/Skeleton" {
 			#pragma multi_compile_shadowcaster
 			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "UnityCG.cginc"
+			sampler2D _MainTex;
+			fixed _Cutoff;
+
 			struct v2f { 
 				V2F_SHADOW_CASTER;
 				float2  uv : TEXCOORD1;
 			};
 
-			uniform float4 _MainTex_ST;
-
 			v2f vert (appdata_base v) {
 				v2f o;
 				TRANSFER_SHADOW_CASTER(o)
-				o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
+				o.uv = v.texcoord;
 				return o;
 			}
 
-			uniform sampler2D _MainTex;
-			uniform fixed _Cutoff;
-
 			float4 frag (v2f i) : COLOR {
 				fixed4 texcol = tex2D(_MainTex, i.uv);
 				clip(texcol.a - _Cutoff);
@@ -62,10 +61,9 @@ Shader "Spine/Skeleton" {
 			ENDCG
 		}
 	}
-	// 1 texture stage GPUs
+
 	SubShader {
 		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-		LOD 100
 
 		Cull Off
 		ZWrite Off

+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/Skeleton.shader.meta → spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton.shader.meta


+ 9 - 0
spine-unity/Assets/spine-unity/Shaders/Utility.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bc59776133d26dc469c8ba66bdc647e4
+folderAsset: yes
+timeCreated: 1492387122
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 1
spine-unity/Assets/spine-unity/Shaders/Bones.shader → spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader

@@ -1,3 +1,5 @@
+// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
+
 Shader "Hidden/Spine/Bones" {
 Properties {
 	_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
@@ -44,7 +46,7 @@ Category {
 
 			v2f vert (appdata_t v) {
 				v2f o;
-				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
+				o.vertex = UnityObjectToClipPos(v.vertex);
 //				#ifdef SOFTPARTICLES_ON
 //				o.projPos = ComputeScreenPos (o.vertex);
 //				COMPUTE_EYEDEPTH(o.projPos.z);

+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/Bones.shader.meta → spine-unity/Assets/spine-unity/Shaders/Utility/Bones.shader.meta


+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat → spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat


+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/HiddenPass.mat.meta → spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.mat.meta


+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader → spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader


+ 0 - 0
spine-unity/Assets/spine-unity/Shaders/HiddenPass.shader.meta → spine-unity/Assets/spine-unity/Shaders/Utility/HiddenPass.shader.meta