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[unity] Update some shader things.

pharan 7 ani în urmă
părinte
comite
57fb0ee0be

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteVertexLighting.cginc

@@ -345,7 +345,7 @@ VertexOutput vert(VertexInput input)
 	output.color = calculateVertexColor(input.color);
 	output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
 
-	float3 viewPos = UnityObjectViewPos(input.vertex); //float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
+	float3 viewPos = UnityObjectToViewPos(input.vertex);  //float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex); //
 #if defined(FIXED_NORMALS_BACKFACE_RENDERING) || defined(_RIM_LIGHTING)
 	float4 powWorld = calculateWorldPos(input.vertex);
 #endif	

+ 43 - 92
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphicDefault.mat

@@ -10,127 +10,78 @@ Material:
   m_Shader: {fileID: 4800000, guid: fa95b0fb6983c0f40a152e6f9aa82bfb, type: 3}
   m_ShaderKeywords: 
   m_LightmapFlags: 5
-  m_CustomRenderQueue: 3000
+  m_EnableInstancingVariants: 0
+  m_DoubleSidedGI: 0
+  m_CustomRenderQueue: -1
   stringTagMap: {}
+  disabledShaderPasses: []
   m_SavedProperties:
-    serializedVersion: 2
+    serializedVersion: 3
     m_TexEnvs:
-    - first:
-        name: _BumpMap
-      second:
+    - _AlphaTex:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _DetailAlbedoMap
-      second:
+    - _BumpMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _DetailMask
-      second:
+    - _DetailAlbedoMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _DetailNormalMap
-      second:
+    - _DetailMask:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _EmissionMap
-      second:
+    - _DetailNormalMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _MainTex
-      second:
+    - _EmissionMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _MetallicGlossMap
-      second:
+    - _MainTex:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _OcclusionMap
-      second:
+    - _MetallicGlossMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
-    - first:
-        name: _ParallaxMap
-      second:
+    - _OcclusionMap:
+        m_Texture: {fileID: 0}
+        m_Scale: {x: 1, y: 1}
+        m_Offset: {x: 0, y: 0}
+    - _ParallaxMap:
         m_Texture: {fileID: 0}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     m_Floats:
-    - first:
-        name: _BumpScale
-      second: 1
-    - first:
-        name: _ColorMask
-      second: 15
-    - first:
-        name: _Cutoff
-      second: 0.5
-    - first:
-        name: _DetailNormalMapScale
-      second: 1
-    - first:
-        name: _DstBlend
-      second: 0
-    - first:
-        name: _Glossiness
-      second: 0.5
-    - first:
-        name: _Metallic
-      second: 0
-    - first:
-        name: _Mode
-      second: 0
-    - first:
-        name: _OcclusionStrength
-      second: 1
-    - first:
-        name: _Parallax
-      second: 0.02
-    - first:
-        name: _SrcBlend
-      second: 1
-    - first:
-        name: _Stencil
-      second: 0
-    - first:
-        name: _StencilComp
-      second: 8
-    - first:
-        name: _StencilOp
-      second: 0
-    - first:
-        name: _StencilReadMask
-      second: 255
-    - first:
-        name: _StencilWriteMask
-      second: 255
-    - first:
-        name: _UVSec
-      second: 0
-    - first:
-        name: _UseUIAlphaClip
-      second: 0
-    - first:
-        name: _ZWrite
-      second: 1
+    - PixelSnap: 0
+    - _BumpScale: 1
+    - _ColorMask: 15
+    - _Cutoff: 0.5
+    - _DetailNormalMapScale: 1
+    - _DstBlend: 0
+    - _EnableExternalAlpha: 0
+    - _Glossiness: 0.5
+    - _Metallic: 0
+    - _Mode: 0
+    - _OcclusionStrength: 1
+    - _Parallax: 0.02
+    - _SrcBlend: 1
+    - _Stencil: 0
+    - _StencilComp: 8
+    - _StencilOp: 0
+    - _StencilReadMask: 255
+    - _StencilWriteMask: 255
+    - _UVSec: 0
+    - _UseUIAlphaClip: 0
+    - _ZWrite: 1
     m_Colors:
-    - first:
-        name: _Color
-      second: {r: 1, g: 1, b: 1, a: 1}
-    - first:
-        name: _EmissionColor
-      second: {r: 0, g: 0, b: 0, a: 1}
+    - _Color: {r: 1, g: 1, b: 1, a: 1}
+    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+    - _Flip: {r: 1, g: 1, b: 1, a: 1}
+    - _RendererColor: {r: 1, g: 1, b: 1, a: 1}

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic.shader

@@ -112,4 +112,4 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
 		ENDCG
 		}
 	}
-}
+}