Bladeren bron

[unity] All Outline shaders provide `Width in Screen Space` parameter for constant screen-space outline width at differently scaled attachments. Closes #1615.

Harald Csaszar 1 jaar geleden
bovenliggende
commit
68688a7c94
45 gewijzigde bestanden met toevoegingen van 65 en 4 verwijderingen
  1. 1 0
      CHANGELOG.md
  2. 5 0
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineShaderWithOutlineGUI.cs
  3. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader
  4. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader
  5. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader
  6. 13 2
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc
  7. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Additive-Outline.shader
  8. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Multiply-Outline.shader
  9. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Screen-Outline.shader
  10. 2 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-Outline.shader
  11. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack-Outline.shader
  12. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Fill-Outline.shader
  13. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-Outline.shader
  14. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-ZWrite-Outline.shader
  15. 2 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Outline.shader
  16. 2 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-OutlineOnly-ZWrite.shader
  17. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Tint-Outline.shader
  18. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-TintBlack-Outline.shader
  19. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Special-Skeleton-Grayscale-Outline.shader
  20. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesPixelLit-Outline.shader
  21. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesUnlit-Outline.shader
  22. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesVertexLit-Outline.shader
  23. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Additive.shader
  24. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Fill.shader
  25. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Grayscale.shader
  26. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Multiply.shader
  27. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Screen.shader
  28. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic.shader
  29. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader
  30. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader
  31. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader
  32. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader
  33. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Fill.shader
  34. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader
  35. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit.shader
  36. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader
  37. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader
  38. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton.shader
  39. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Special-Skeleton-Grayscale.shader
  40. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesPixelLit.shader
  41. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesUnlit.shader
  42. 1 0
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesVertexLit.shader
  43. 1 1
      spine-unity/Assets/Spine/package.json
  44. 2 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Outline/Spine-Skeleton-OutlineOnly-URP.shader
  45. 1 1
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/package.json

+ 1 - 0
CHANGELOG.md

@@ -156,6 +156,7 @@
   - SkeletonGraphic: Added auto-detect functionality for parameters `Advanced` - `Tint Black`, `CanvasGroup Compatible` and `PMA Vertex Color`. If unsure which settings are correct, hit the `Detect` button next to each parameter, in top to bottom order, or the `Detect Settings` to detect all three. Also added automatic material assignment via a `Detect Material` button in the `Advanced` section and a `Detect` button next to the `Material` property at the top of the component Inspector, as well as next to the `Blend Mode Materials` section when using multiple canvas renderers with blend modes. The suitable material is selected based on these three settings, combined with texture settings (PMA or straight alpha texture settings). If you receive incorrect results, likely your texture settings are incorrectly setup for your PMA or Straight alpha texture export settings.
   - SkeletonGraphic: Added auto-detect functionality for parameters `Advanced` - `Tint Black`, `CanvasGroup Compatible` and `PMA Vertex Color`. If unsure which settings are correct, hit the `Detect` button next to each parameter, in top to bottom order, or the `Detect Settings` to detect all three. Also added automatic material assignment via a `Detect Material` button in the `Advanced` section and a `Detect` button next to the `Material` property at the top of the component Inspector, as well as next to the `Blend Mode Materials` section when using multiple canvas renderers with blend modes. The suitable material is selected based on these three settings, combined with texture settings (PMA or straight alpha texture settings). If you receive incorrect results, likely your texture settings are incorrectly setup for your PMA or Straight alpha texture export settings.
   - `SkeletonRenderTexture` example components now provide a `shaderPasses` parameter to customize which passes are rendered to the `RenderTexture`. It defaults to `-1` for all passes to keep the existing behaviour. You might want to set it to `0` to only render the first pass e.g. to avoid issues when using a URP shader at the original skeleton.
   - `SkeletonRenderTexture` example components now provide a `shaderPasses` parameter to customize which passes are rendered to the `RenderTexture`. It defaults to `-1` for all passes to keep the existing behaviour. You might want to set it to `0` to only render the first pass e.g. to avoid issues when using a URP shader at the original skeleton.
   - `SkeletonGraphicRenderTexture` example component now also received a `quadMaterial` property, defaulting to the newly added Material asset `RenderQuadGraphicMaterial` which applies proper premultiplied-alpha blending of the render texture. The `quadMaterial` member variable was moved from `SkeletonRenderTexture` to the common base class `SkeletonRenderTextureBase`.
   - `SkeletonGraphicRenderTexture` example component now also received a `quadMaterial` property, defaulting to the newly added Material asset `RenderQuadGraphicMaterial` which applies proper premultiplied-alpha blending of the render texture. The `quadMaterial` member variable was moved from `SkeletonRenderTexture` to the common base class `SkeletonRenderTextureBase`.
+  - All Spine Outline shaders, including the URP outline shader, now provide an additional parameter `Width in Screen Space`. Enable it to keep the outline width constant in screen space instead of texture space. Requires more expensive computations, so enable only where necessary.  Defaults to `disabled` to maintain existing behaviour.
 
 
 - **Breaking changes**
 - **Breaking changes**
 
 

+ 5 - 0
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineShaderWithOutlineGUI.cs

@@ -39,6 +39,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	bool _showStencilSettings = false;
 	bool _showStencilSettings = false;
 
 
 	MaterialProperty _OutlineWidth = null;
 	MaterialProperty _OutlineWidth = null;
+	MaterialProperty _UseScreenSpaceOutlineWidth = null;
 	MaterialProperty _OutlineColor = null;
 	MaterialProperty _OutlineColor = null;
 	MaterialProperty _OutlineReferenceTexWidth = null;
 	MaterialProperty _OutlineReferenceTexWidth = null;
 	MaterialProperty _ThresholdEnd = null;
 	MaterialProperty _ThresholdEnd = null;
@@ -51,6 +52,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 
 
 	static GUIContent _EnableOutlineText = new GUIContent("Outline", "Enable outline rendering. Draws an outline by sampling 4 or 8 neighbourhood pixels at a given distance specified via 'Outline Width'.");
 	static GUIContent _EnableOutlineText = new GUIContent("Outline", "Enable outline rendering. Draws an outline by sampling 4 or 8 neighbourhood pixels at a given distance specified via 'Outline Width'.");
 	static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
 	static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
+	static GUIContent _UseScreenSpaceOutlineWidthText = new GUIContent("Width in Screen Space", "Enable to keep the outline width constant in screen space instead of texture space. Requires more expensive computations.");
 	static GUIContent _OutlineColorText = new GUIContent("Outline Color", "");
 	static GUIContent _OutlineColorText = new GUIContent("Outline Color", "");
 	static GUIContent _OutlineReferenceTexWidthText = new GUIContent("Reference Texture Width", "");
 	static GUIContent _OutlineReferenceTexWidthText = new GUIContent("Reference Texture Width", "");
 	static GUIContent _ThresholdEndText = new GUIContent("Outline Threshold", "");
 	static GUIContent _ThresholdEndText = new GUIContent("Outline Threshold", "");
@@ -87,6 +89,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	protected virtual void FindProperties (MaterialProperty[] props) {
 	protected virtual void FindProperties (MaterialProperty[] props) {
 
 
 		_OutlineWidth = FindProperty("_OutlineWidth", props, false);
 		_OutlineWidth = FindProperty("_OutlineWidth", props, false);
+		_UseScreenSpaceOutlineWidth = FindProperty("_UseScreenSpaceOutlineWidth", props, false);
 		_OutlineReferenceTexWidth = FindProperty("_OutlineReferenceTexWidth", props, false);
 		_OutlineReferenceTexWidth = FindProperty("_OutlineReferenceTexWidth", props, false);
 		_OutlineColor = FindProperty("_OutlineColor", props, false);
 		_OutlineColor = FindProperty("_OutlineColor", props, false);
 		_ThresholdEnd = FindProperty("_ThresholdEnd", props, false);
 		_ThresholdEnd = FindProperty("_ThresholdEnd", props, false);
@@ -151,6 +154,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 
 
 		if (isOutlineEnabled) {
 		if (isOutlineEnabled) {
 			_materialEditor.ShaderProperty(_OutlineWidth, _OutlineWidthText);
 			_materialEditor.ShaderProperty(_OutlineWidth, _OutlineWidthText);
+			if (_UseScreenSpaceOutlineWidth != null)
+				_materialEditor.ShaderProperty(_UseScreenSpaceOutlineWidth, _UseScreenSpaceOutlineWidthText);
 			_materialEditor.ShaderProperty(_OutlineColor, _OutlineColorText);
 			_materialEditor.ShaderProperty(_OutlineColor, _OutlineColorText);
 
 
 			_showAdvancedOutlineSettings = EditorGUILayout.Foldout(_showAdvancedOutlineSettings, _OutlineAdvancedText);
 			_showAdvancedOutlineSettings = EditorGUILayout.Foldout(_showAdvancedOutlineSettings, _OutlineAdvancedText);

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader

@@ -16,6 +16,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader

@@ -16,6 +16,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader

@@ -16,6 +16,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 13 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc

@@ -8,11 +8,22 @@ float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
 
 
 	float4 texColor = fixed4(0, 0, 0, 0);
 	float4 texColor = fixed4(0, 0, 0, 0);
 
 
+#if !_USE_SCREENSPACE_OUTLINE_WIDTH
+	// constant width in texture space
 	float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
 	float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
 	float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
 	float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
 	float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
 	float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
-	float xOffsetDiagonal = mainTextureTexelSize.x * outlineWidthCompensated * 0.7;
-	float yOffsetDiagonal = mainTextureTexelSize.y * outlineWidthCompensated * 0.7;
+#else
+	float2 ddxUV = ddx(uv);
+	float2 ddyUV = ddy(uv);
+	float2 ddu = float2(ddxUV.x, ddyUV.x);
+	float2 ddv = float2(ddxUV.y, ddyUV.y);
+	float widthScale = OutlineWidth * _ScreenParams.x / OutlineReferenceTexWidth;
+	float xOffset = length(ddu) * widthScale;
+	float yOffset = length(ddv) * widthScale;
+#endif
+	float xOffsetDiagonal = xOffset * 0.7;
+	float yOffsetDiagonal = yOffset * 0.7;
 
 
 	float pixelCenter = tex2D(mainTexture, uv).a;
 	float pixelCenter = tex2D(mainTexture, uv).a;
 
 

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Additive-Outline.shader

@@ -11,6 +11,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Multiply-Outline.shader

@@ -11,6 +11,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Screen-Outline.shader

@@ -11,6 +11,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 2 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-Outline.shader

@@ -21,6 +21,7 @@ Shader "Spine/Outline/SkeletonGraphic"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
@@ -65,6 +66,7 @@ Shader "Spine/Outline/SkeletonGraphic"
 			#pragma fragment fragOutline
 			#pragma fragment fragOutline
 			#define SKELETON_GRAPHIC
 			#define SKELETON_GRAPHIC
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
+			#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
 			#include "../CGIncludes/Spine-Outline-Pass.cginc"
 			#include "../CGIncludes/Spine-Outline-Pass.cginc"
 			ENDCG
 			ENDCG
 		}
 		}

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack-Outline.shader

@@ -23,6 +23,7 @@ Shader "Spine/Outline/SkeletonGraphic Tint Black"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Fill-Outline.shader

@@ -12,6 +12,7 @@ Shader "Spine/Outline/Skeleton Fill" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-Outline.shader

@@ -11,6 +11,7 @@ Shader "Spine/Outline/Skeleton Lit" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-ZWrite-Outline.shader

@@ -12,6 +12,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 2 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Outline.shader

@@ -10,6 +10,7 @@ Shader "Spine/Outline/Skeleton" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
@@ -40,6 +41,7 @@ Shader "Spine/Outline/Skeleton" {
 			#pragma vertex vertOutline
 			#pragma vertex vertOutline
 			#pragma fragment fragOutline
 			#pragma fragment fragOutline
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
+			#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
 			#include "CGIncludes/Spine-Outline-Pass.cginc"
 			#include "CGIncludes/Spine-Outline-Pass.cginc"
 			ENDCG
 			ENDCG
 		}
 		}

+ 2 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-OutlineOnly-ZWrite.shader

@@ -9,6 +9,7 @@ Shader "Spine/Outline/OutlineOnly-ZWrite" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
@@ -54,6 +55,7 @@ Shader "Spine/Outline/OutlineOnly-ZWrite" {
 			#pragma vertex vertOutline
 			#pragma vertex vertOutline
 			#pragma fragment fragOutline
 			#pragma fragment fragOutline
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
+			#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
 			#include "CGIncludes/Spine-Outline-Pass.cginc"
 			#include "CGIncludes/Spine-Outline-Pass.cginc"
 			ENDCG
 			ENDCG
 		}
 		}

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Tint-Outline.shader

@@ -12,6 +12,7 @@ Shader "Spine/Outline/Skeleton Tint" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-TintBlack-Outline.shader

@@ -12,6 +12,7 @@ Shader "Spine/Outline/Skeleton Tint Black" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Special-Skeleton-Grayscale-Outline.shader

@@ -11,6 +11,7 @@ Shader "Spine/Outline/Special/Skeleton Grayscale" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesPixelLit-Outline.shader

@@ -48,6 +48,7 @@ Shader "Spine/Outline/Sprite/Pixel Lit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesUnlit-Outline.shader

@@ -31,6 +31,7 @@ Shader "Spine/Outline/Sprite/Unlit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesVertexLit-Outline.shader

@@ -49,6 +49,7 @@ Shader "Spine/Outline/Sprite/Vertex Lit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Additive.shader

@@ -21,6 +21,7 @@ Shader "Spine/SkeletonGraphic Additive"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Fill.shader

@@ -21,6 +21,7 @@ Shader "Spine/SkeletonGraphic Fill"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Grayscale.shader

@@ -19,6 +19,7 @@ Shader "Spine/SkeletonGraphic Grayscale"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Multiply.shader

@@ -21,6 +21,7 @@ Shader "Spine/SkeletonGraphic Multiply"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-Screen.shader

@@ -21,6 +21,7 @@ Shader "Spine/SkeletonGraphic Screen"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic.shader

@@ -21,6 +21,7 @@ Shader "Spine/SkeletonGraphic"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Additive.shader

@@ -22,6 +22,7 @@ Shader "Spine/SkeletonGraphic Tint Black Additive"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Multiply.shader

@@ -22,6 +22,7 @@ Shader "Spine/SkeletonGraphic Tint Black Multiply"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack-Screen.shader

@@ -22,6 +22,7 @@ Shader "Spine/SkeletonGraphic Tint Black Screen"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/TintBlack/Spine-SkeletonGraphic-TintBlack.shader

@@ -22,6 +22,7 @@ Shader "Spine/SkeletonGraphic Tint Black"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Fill.shader

@@ -14,6 +14,7 @@ Shader "Spine/Skeleton Fill" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader

@@ -15,6 +15,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit.shader

@@ -14,6 +14,7 @@ Shader "Spine/Skeleton Lit" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader

@@ -17,6 +17,7 @@ Shader "Spine/Skeleton Tint" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader

@@ -19,6 +19,7 @@ Shader "Spine/Skeleton Tint Black" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton.shader

@@ -8,6 +8,7 @@ Shader "Spine/Skeleton" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Special-Skeleton-Grayscale.shader

@@ -13,6 +13,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesPixelLit.shader

@@ -50,6 +50,7 @@ Shader "Spine/Sprite/Pixel Lit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesUnlit.shader

@@ -32,6 +32,7 @@ Shader "Spine/Sprite/Unlit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesVertexLit.shader

@@ -51,6 +51,7 @@ Shader "Spine/Sprite/Vertex Lit"
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25

+ 1 - 1
spine-unity/Assets/Spine/package.json

@@ -2,7 +2,7 @@
 	"name": "com.esotericsoftware.spine.spine-unity",
 	"name": "com.esotericsoftware.spine.spine-unity",
 	"displayName": "spine-unity Runtime",
 	"displayName": "spine-unity Runtime",
 	"description": "This plugin provides the spine-unity runtime core.",
 	"description": "This plugin provides the spine-unity runtime core.",
-	"version": "4.2.65",
+	"version": "4.2.66",
 	"unity": "2018.3",
 	"unity": "2018.3",
 	"author": {
 	"author": {
 		"name": "Esoteric Software",
 		"name": "Esoteric Software",

+ 2 - 0
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Outline/Spine-Skeleton-OutlineOnly-URP.shader

@@ -6,6 +6,7 @@ Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
+		[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
 		[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
@@ -44,6 +45,7 @@ Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
 			#pragma vertex vertOutline
 			#pragma vertex vertOutline
 			#pragma fragment fragOutline
 			#pragma fragment fragOutline
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
 			#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
+			#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
 
 
 			#define USE_URP
 			#define USE_URP
 			#define fixed4 half4
 			#define fixed4 half4

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

@@ -2,7 +2,7 @@
   "name": "com.esotericsoftware.spine.urp-shaders",
   "name": "com.esotericsoftware.spine.urp-shaders",
   "displayName": "Spine Universal RP 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 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
   "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 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
-  "version": "4.2.32",
+  "version": "4.2.33",
   "unity": "2019.3",
   "unity": "2019.3",
   "author": {
   "author": {
     "name": "Esoteric Software",
     "name": "Esoteric Software",