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[unity] Fixed a shader branch compile error with Unity 2022.2 URP Forward+ renderer when shadow receiving is disabled. See #2173.

Harald Csaszar 2 жил өмнө
parent
commit
55c2bd9ed4

+ 1 - 1
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl

@@ -101,7 +101,7 @@ half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
 	surfaceData.albedo = main.rgb;
 	surfaceData.alpha = 1;
 	surfaceData.mask = mask;
-	inputData.uv = input.texcoord;
+	inputData.uv = input.texcoord.xy;
 	inputData.lightingUV = input.lightingUV;
 	half4 pixel = half4(CombinedShapeLightShared(surfaceData, inputData).rgb * main.a, main.a);
 #endif

+ 7 - 5
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-SkeletonLit-ForwardPass-URP.hlsl

@@ -65,7 +65,7 @@ half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out ha
 		additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
 	}
 #else // !USE_FORWARD_PLUS
-	int pixelLightCount = GetAdditionalLightsCount();
+	uint pixelLightCount = GetAdditionalLightsCount();
 	LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
 		additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
 	LIGHT_LOOP_END_SPINE
@@ -84,9 +84,9 @@ half3 LightweightLightFragmentSimplified(float3 positionWS, float2 positionCS, h
 	InputData inputData; // LIGHT_LOOP_BEGIN macro requires InputData struct in USE_FORWARD_PLUS branch
 	inputData.positionWS = positionWS;
 	inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(positionCS);
-	
+
 	uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
-	int pixelLightCount = GetAdditionalLightsCount();
+	uint pixelLightCount = GetAdditionalLightsCount();
 	LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
 		additionalLightColor += ProcessLight(positionWS, normalWS, meshRenderingLayers, lightIndex);
 	LIGHT_LOOP_END_SPINE
@@ -124,7 +124,7 @@ VertexOutput vert(appdata v) {
 	if (color.a == 0) {
 		o.color = color;
 #if defined(SKELETONLIT_RECEIVE_SHADOWS)
-		o.shadowedColor = color;
+		o.shadowedColor = color.rgb;
 		o.shadowCoord = float4(0, 0, 0, 0);
 #endif
 		return o;
@@ -169,9 +169,11 @@ half4 frag(VertexOutput i
 	// USE_FORWARD_PLUS lights need to be processed in fragment shader,
 	// otherwise light culling by vertex will create a very bad lighting result.
 	half3 shadowedColor;
-	i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos, i.normalWS, shadowedColor);
+	i.color.rgb += LightweightLightFragmentSimplified(i.positionWS, i.pos.xy, i.normalWS, shadowedColor);
+#if defined(SKELETONLIT_RECEIVE_SHADOWS)
 	i.shadowedColor += shadowedColor;
 #endif
+#endif
 
 #if defined(SKELETONLIT_RECEIVE_SHADOWS)
 	half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);

+ 5 - 5
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl

@@ -131,7 +131,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
 
 #ifdef _ADDITIONAL_LIGHTS
 	uint meshRenderingLayers = GetMeshRenderingLayerBackwardsCompatible();
-	
+
 #if defined(_ADDITIONAL_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
 	half4 shadowMask = CalculateShadowMaskBackwardsCompatible(inputData);
 #else
@@ -145,7 +145,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
 		finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
 	}
 #endif
-	int pixelLightCount = GetAdditionalLightsCount();
+	uint pixelLightCount = GetAdditionalLightsCount();
 	LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
 		finalColor += ProcessLightPBRSimplified(inputData, brdfData, shadowMask, meshRenderingLayers, lightIndex);
 	LIGHT_LOOP_END_SPINE
@@ -221,11 +221,11 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
 		diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
 	}
 #endif
-	int pixelLightCount = GetAdditionalLightsCount();
+	uint pixelLightCount = GetAdditionalLightsCount();
 	LIGHT_LOOP_BEGIN(pixelLightCount)
 		diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
 	LIGHT_LOOP_END
-    
+
 #endif
 #ifdef _ADDITIONAL_LIGHTS_VERTEX
 	diffuseLighting += inputData.vertexLighting;
@@ -329,7 +329,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input
 #else
 	inputData.normalizedScreenSpaceUV = 0;
 #endif
-	
+
 #if defined(SPECULAR)
 	half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
 	half metallic = metallicGloss.x;

+ 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": "4.1.8",
+  "version": "4.1.9",
   "unity": "2019.3",
   "author": {
     "name": "Esoteric Software",