Pārlūkot izejas kodu

Merge branch '4.1' into 4.2-beta

Mario Zechner 3 gadi atpakaļ
vecāks
revīzija
99f38f64bc

+ 10 - 0
spine-godot/build/install-macos-vulkan-sdk.sh

@@ -0,0 +1,10 @@
+set -euo pipefail
+IFS=$'\n\t'
+
+# Download and install the Vulkan SDK.
+curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.dmg" -o /tmp/vulkan-sdk.dmg
+hdiutil attach /tmp/vulkan-sdk.dmg -mountpoint /Volumes/vulkan-sdk
+/Volumes/vulkan-sdk/InstallVulkan.app/Contents/MacOS/InstallVulkan \
+    --accept-licenses --default-answer --confirm-command install
+hdiutil detach /Volumes/vulkan-sdk
+rm -f /tmp/vulkan-sdk.dmg

+ 4 - 0
spine-godot/build/setup.sh

@@ -32,6 +32,10 @@ if [ $dev = "true" ]; then
 		git apply ../build/livepp-v4.patch
 		git apply ../build/livepp-v4.patch
 		popd
 		popd
 	fi
 	fi
+
+	if [ `uname` == 'Darwin' ] && [ ! -d "$HOME/VulkanSDK" ]; then
+		./build/install-macos-vulkan-sdk.sh
+	fi
 fi
 fi
 cp -r ../spine-cpp/spine-cpp spine_godot
 cp -r ../spine-cpp/spine-cpp spine_godot
 popd
 popd

+ 3 - 3
spine-godot/spine_godot/SpineSprite.cpp

@@ -831,16 +831,16 @@ void SpineSprite::draw() {
 	auto global_scale = get_global_scale();
 	auto global_scale = get_global_scale();
 	draw_set_transform(mouse_position + Vector2(20, 0), -get_global_rotation(), Vector2(inverse_zoom * (1 / global_scale.x), inverse_zoom * (1 / global_scale.y)));
 	draw_set_transform(mouse_position + Vector2(20, 0), -get_global_rotation(), Vector2(inverse_zoom * (1 / global_scale.x), inverse_zoom * (1 / global_scale.y)));
 
 
-	float line_height = default_font->get_height() + default_font->get_descent();
+	float line_height = default_font->get_height(Font::DEFAULT_FONT_SIZE) + default_font->get_descent(Font::DEFAULT_FONT_SIZE);
 	float rect_width = 0;
 	float rect_width = 0;
 	for (int i = 0; i < hover_text_lines.size(); i++) {
 	for (int i = 0; i < hover_text_lines.size(); i++) {
 		rect_width = MAX(rect_width, default_font->get_string_size(hover_text_lines[i]).x);
 		rect_width = MAX(rect_width, default_font->get_string_size(hover_text_lines[i]).x);
 	}
 	}
-	Rect2 background_rect(0, -default_font->get_height() - 5, rect_width + 20, line_height * hover_text_lines.size() + 10);
+	Rect2 background_rect(0, -default_font->get_height(Font::DEFAULT_FONT_SIZE) - 5, rect_width + 20, line_height * hover_text_lines.size() + 10);
 	if (hover_text_lines.size() > 0) draw_rect(background_rect, Color(0, 0, 0, 0.8));
 	if (hover_text_lines.size() > 0) draw_rect(background_rect, Color(0, 0, 0, 0.8));
 	for (int i = 0; i < hover_text_lines.size(); i++) {
 	for (int i = 0; i < hover_text_lines.size(); i++) {
 #if VERSION_MAJOR > 3
 #if VERSION_MAJOR > 3
-		draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], HORIZONTAL_ALIGNMENT_LEFT, -1, Font::DEFAULT_FONT_SIZE, Color(1, 1, 1, 1));
+		draw_string(default_font, Vector2(10, 0 + i * default_font->get_height(Font::DEFAULT_FONT_SIZE)), hover_text_lines[i], HORIZONTAL_ALIGNMENT_LEFT, -1, Font::DEFAULT_FONT_SIZE, Color(1, 1, 1, 1));
 #else
 #else
 		draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], Color(1, 1, 1, 1));
 		draw_string(default_font, Vector2(10, 0 + i * default_font->get_height()), hover_text_lines[i], Color(1, 1, 1, 1));
 #endif
 #endif

+ 89 - 80
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonRenderTexture/SkeletonRenderTexture.cs

@@ -35,6 +35,7 @@
 #define HAS_GET_SHARED_MATERIALS
 #define HAS_GET_SHARED_MATERIALS
 #endif
 #endif
 
 
+using System;
 using System.Collections.Generic;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine;
 using UnityEngine.Rendering;
 using UnityEngine.Rendering;
@@ -50,46 +51,38 @@ namespace Spine.Unity.Examples {
 	/// because of the additional rendering overhead. Only enable it when alpha blending is required.
 	/// because of the additional rendering overhead. Only enable it when alpha blending is required.
 	/// </summary>
 	/// </summary>
 	[RequireComponent(typeof(SkeletonRenderer))]
 	[RequireComponent(typeof(SkeletonRenderer))]
-	public class SkeletonRenderTexture : MonoBehaviour {
+	public class SkeletonRenderTexture : SkeletonRenderTextureBase {
 #if HAS_GET_SHARED_MATERIALS
 #if HAS_GET_SHARED_MATERIALS
-		public Color color = Color.white;
 		public Material quadMaterial;
 		public Material quadMaterial;
 		public Camera targetCamera;
 		public Camera targetCamera;
-		public int maxRenderTextureSize = 1024;
 		protected SkeletonRenderer skeletonRenderer;
 		protected SkeletonRenderer skeletonRenderer;
 		protected MeshRenderer meshRenderer;
 		protected MeshRenderer meshRenderer;
 		protected MeshFilter meshFilter;
 		protected MeshFilter meshFilter;
-		public GameObject quad;
 		protected MeshRenderer quadMeshRenderer;
 		protected MeshRenderer quadMeshRenderer;
 		protected MeshFilter quadMeshFilter;
 		protected MeshFilter quadMeshFilter;
-		protected Mesh quadMesh;
-		public RenderTexture renderTexture;
+		protected Vector3 worldCornerNoDistortion0;
+		protected Vector3 worldCornerNoDistortion1;
+		protected Vector3 worldCornerNoDistortion2;
+		protected Vector3 worldCornerNoDistortion3;
+		protected Vector2 uvCorner0;
+		protected Vector2 uvCorner1;
+		protected Vector2 uvCorner2;
+		protected Vector2 uvCorner3;
 
 
-		private CommandBuffer commandBuffer;
 		private MaterialPropertyBlock propertyBlock;
 		private MaterialPropertyBlock propertyBlock;
 		private readonly List<Material> materials = new List<Material>();
 		private readonly List<Material> materials = new List<Material>();
-
-		protected Vector2Int requiredRenderTextureSize;
-		protected Vector2Int allocatedRenderTextureSize;
-
-		void Awake () {
+		protected override void Awake () {
+			base.Awake();
 			meshRenderer = this.GetComponent<MeshRenderer>();
 			meshRenderer = this.GetComponent<MeshRenderer>();
 			meshFilter = this.GetComponent<MeshFilter>();
 			meshFilter = this.GetComponent<MeshFilter>();
 			skeletonRenderer = this.GetComponent<SkeletonRenderer>();
 			skeletonRenderer = this.GetComponent<SkeletonRenderer>();
 			if (targetCamera == null)
 			if (targetCamera == null)
 				targetCamera = Camera.main;
 				targetCamera = Camera.main;
 
 
-			commandBuffer = new CommandBuffer();
 			propertyBlock = new MaterialPropertyBlock();
 			propertyBlock = new MaterialPropertyBlock();
-
 			CreateQuadChild();
 			CreateQuadChild();
 		}
 		}
 
 
-		void OnDestroy () {
-			if (renderTexture)
-				RenderTexture.ReleaseTemporary(renderTexture);
-		}
-
 		void CreateQuadChild () {
 		void CreateQuadChild () {
 			quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
 			quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
 			quad.transform.SetParent(this.transform.parent, false);
 			quad.transform.SetParent(this.transform.parent, false);
@@ -138,46 +131,77 @@ namespace Spine.Unity.Examples {
 		}
 		}
 
 
 		protected void PrepareForMesh () {
 		protected void PrepareForMesh () {
+			// We need to get the min/max of all four corners, rotation of the skeleton
+			// in combination with perspective projection otherwise might lead to incorrect
+			// screen space min/max.
 			Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
 			Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
-			Vector3 meshMinWorldSpace = transform.TransformPoint(boundsLocalSpace.min);
-			Vector3 meshMaxWorldSpace = transform.TransformPoint(boundsLocalSpace.max);
-			Vector3 meshMinXMaxYWorldSpace = new Vector3(meshMinWorldSpace.x, meshMaxWorldSpace.y);
-			Vector3 meshMaxXMinYWorldSpace = new Vector3(meshMaxWorldSpace.x, meshMinWorldSpace.y);
-
-			// We need to get the min/max of all four corners, close position and rotation of the skeleton
-			// in combination with perspective projection otherwise might lead to incorrect screen space min/max.
-			Vector3 meshMinProjected = targetCamera.WorldToScreenPoint(meshMinWorldSpace);
-			Vector3 meshMaxProjected = targetCamera.WorldToScreenPoint(meshMaxWorldSpace);
-			Vector3 meshMinXMaxYProjected = targetCamera.WorldToScreenPoint(meshMinXMaxYWorldSpace);
-			Vector3 meshMaxXMinYProjected = targetCamera.WorldToScreenPoint(meshMaxXMinYWorldSpace);
-			// To handle 180 degree rotation and thus min/max inversion, we get min/max of all four corners
-			Vector3 meshMinScreenSpace =
-				Vector3.Min(meshMinProjected, Vector3.Min(meshMaxProjected,
-				Vector3.Min(meshMinXMaxYProjected, meshMaxXMinYProjected)));
-			Vector3 meshMaxScreenSpace =
-				Vector3.Max(meshMinProjected, Vector3.Max(meshMaxProjected,
-				Vector3.Max(meshMinXMaxYProjected, meshMaxXMinYProjected)));
+			Vector3 localCorner0 = boundsLocalSpace.min;
+			Vector3 localCorner3 = boundsLocalSpace.max;
+			Vector3 localCorner1 = new Vector3(localCorner0.x, localCorner3.y, localCorner0.z);
+			Vector3 localCorner2 = new Vector3(localCorner3.x, localCorner0.y, localCorner3.z);
+
+			Vector3 worldCorner0 = transform.TransformPoint(localCorner0);
+			Vector3 worldCorner1 = transform.TransformPoint(localCorner1);
+			Vector3 worldCorner2 = transform.TransformPoint(localCorner2);
+			Vector3 worldCorner3 = transform.TransformPoint(localCorner3);
+
+			Vector3 screenCorner0 = targetCamera.WorldToScreenPoint(worldCorner0);
+			Vector3 screenCorner1 = targetCamera.WorldToScreenPoint(worldCorner1);
+			Vector3 screenCorner2 = targetCamera.WorldToScreenPoint(worldCorner2);
+			Vector3 screenCorner3 = targetCamera.WorldToScreenPoint(worldCorner3);
+
+			// To avoid perspective distortion when rotated, we project all vertices
+			// onto a plane parallel to the view frustum near plane.
+			// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
+			float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
+			screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
+			worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
+			worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
+			worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
+			worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
+
+			Vector3 screenSpaceMin =
+				Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
+				Vector3.Min(screenCorner2, screenCorner3)));
+			Vector3 screenSpaceMax =
+				Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
+				Vector3.Max(screenCorner2, screenCorner3)));
+			// ensure we are on whole pixel borders
+			screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
+			screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
+			screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
+			screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
+
+			// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
+			uvCorner0 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
+			uvCorner1 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
+			uvCorner2 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
+			uvCorner3 = InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
 
 
 			requiredRenderTextureSize = new Vector2Int(
 			requiredRenderTextureSize = new Vector2Int(
-				Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.x - meshMinScreenSpace.x))),
-				Mathf.Min(maxRenderTextureSize, Mathf.CeilToInt(Mathf.Abs(meshMaxScreenSpace.y - meshMinScreenSpace.y))));
+				Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x)),
+				Math.Min(maxRenderTextureSize, Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y)));
 
 
 			PrepareRenderTexture();
 			PrepareRenderTexture();
-			PrepareCommandBuffer(meshMinWorldSpace, meshMaxWorldSpace);
+			PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
+		}
+
+		protected Vector2 InverseLerp (Vector2 a, Vector2 b, Vector2 value) {
+			return new Vector2(
+				(value.x - a.x) / (b.x - a.x),
+				(value.y - a.y) / (b.y - a.y));
 		}
 		}
 
 
-		protected void PrepareCommandBuffer (Vector3 meshMinWorldSpace, Vector3 meshMaxWorldSpace) {
+		protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
+
 			commandBuffer.Clear();
 			commandBuffer.Clear();
 			commandBuffer.SetRenderTarget(renderTexture);
 			commandBuffer.SetRenderTarget(renderTexture);
 			commandBuffer.ClearRenderTarget(true, true, Color.clear);
 			commandBuffer.ClearRenderTarget(true, true, Color.clear);
 
 
-			Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
-				meshMinWorldSpace.x, meshMaxWorldSpace.x,
-				meshMinWorldSpace.y, meshMaxWorldSpace.y,
-				float.MinValue, float.MaxValue);
-
-			commandBuffer.SetProjectionMatrix(projectionMatrix);
-			commandBuffer.SetViewport(new Rect(Vector2.zero, requiredRenderTextureSize));
+			commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
+			commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
+			Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
+			commandBuffer.SetViewport(new Rect(-screenSpaceMin, targetCameraViewportSize));
 		}
 		}
 
 
 		protected void RenderToRenderTexture () {
 		protected void RenderToRenderTexture () {
@@ -191,15 +215,17 @@ namespace Spine.Unity.Examples {
 		}
 		}
 
 
 		protected void AssignAtQuad () {
 		protected void AssignAtQuad () {
-			Vector2 min = meshFilter.sharedMesh.bounds.min;
-			Vector2 max = meshFilter.sharedMesh.bounds.max;
-
-			Vector3[] vertices = new Vector3[4] {
-				new Vector3(min.x, min.y, 0),
-				new Vector3(max.x, min.y, 0),
-				new Vector3(min.x, max.y, 0),
-				new Vector3(max.x, max.y, 0)
-			};
+			Transform quadTransform = quadMeshRenderer.transform;
+			quadTransform.position = this.transform.position;
+			quadTransform.rotation = this.transform.rotation;
+			quadTransform.localScale = this.transform.localScale;
+
+			Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
+			Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
+			Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
+			Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
+			Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
+
 			quadMesh.vertices = vertices;
 			quadMesh.vertices = vertices;
 
 
 			int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
 			int[] indices = new int[6] { 0, 2, 1, 2, 3, 1 };
@@ -213,35 +239,18 @@ namespace Spine.Unity.Examples {
 			};
 			};
 			quadMesh.normals = normals;
 			quadMesh.normals = normals;
 
 
-			float maxU = (float)(requiredRenderTextureSize.x) / allocatedRenderTextureSize.x;
-			float maxV = (float)(requiredRenderTextureSize.y) / allocatedRenderTextureSize.y;
+			float maxU = (float)requiredRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
+			float maxV = (float)requiredRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
 			Vector2[] uv = new Vector2[4] {
 			Vector2[] uv = new Vector2[4] {
-				new Vector2(0, 0),
-				new Vector2(maxU, 0),
-				new Vector2(0, maxV),
-				new Vector2(maxU, maxV)
+				new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
+				new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
+				new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
+				new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
 			};
 			};
 			quadMesh.uv = uv;
 			quadMesh.uv = uv;
 			quadMeshFilter.mesh = quadMesh;
 			quadMeshFilter.mesh = quadMesh;
 			quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
 			quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
 			quadMeshRenderer.sharedMaterial.color = color;
 			quadMeshRenderer.sharedMaterial.color = color;
-
-			quadMeshRenderer.transform.position = this.transform.position;
-			quadMeshRenderer.transform.rotation = this.transform.rotation;
-			quadMeshRenderer.transform.localScale = this.transform.localScale;
-		}
-
-		protected void PrepareRenderTexture () {
-			Vector2Int textureSize = new Vector2Int(
-				Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
-				Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
-
-			if (textureSize != allocatedRenderTextureSize) {
-				if (renderTexture)
-					RenderTexture.ReleaseTemporary(renderTexture);
-				renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
-				allocatedRenderTextureSize = textureSize;
-			}
 		}
 		}
 #endif
 #endif
 	}
 	}

+ 79 - 0
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonRenderTexture/SkeletonRenderTextureBase.cs

@@ -0,0 +1,79 @@
+/******************************************************************************
+ * Spine Runtimes License Agreement
+ * Last updated January 1, 2020. Replaces all prior versions.
+ *
+ * Copyright (c) 2013-2022, Esoteric Software LLC
+ *
+ * Integration of the Spine Runtimes into software or otherwise creating
+ * derivative works of the Spine Runtimes is permitted under the terms and
+ * conditions of Section 2 of the Spine Editor License Agreement:
+ * http://esotericsoftware.com/spine-editor-license
+ *
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
+ * "Products"), provided that each user of the Products must obtain their own
+ * Spine Editor license and redistribution of the Products in any form must
+ * include this license and copyright notice.
+ *
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+#if UNITY_2019_3_OR_NEWER
+#define HAS_FORCE_RENDER_OFF
+#endif
+
+#if UNITY_2018_2_OR_NEWER
+#define HAS_GET_SHARED_MATERIALS
+#endif
+
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace Spine.Unity.Examples {
+
+	public abstract class SkeletonRenderTextureBase : MonoBehaviour {
+#if HAS_GET_SHARED_MATERIALS
+		public Color color = Color.white;
+		public int maxRenderTextureSize = 1024;
+		public GameObject quad;
+		protected Mesh quadMesh;
+		public RenderTexture renderTexture;
+
+		protected CommandBuffer commandBuffer;
+		protected Vector2Int requiredRenderTextureSize;
+		protected Vector2Int allocatedRenderTextureSize;
+
+		protected virtual void Awake () {
+			commandBuffer = new CommandBuffer();
+		}
+
+		void OnDestroy () {
+			if (renderTexture)
+				RenderTexture.ReleaseTemporary(renderTexture);
+		}
+
+		protected void PrepareRenderTexture () {
+			Vector2Int textureSize = new Vector2Int(
+				Mathf.NextPowerOfTwo(requiredRenderTextureSize.x),
+				Mathf.NextPowerOfTwo(requiredRenderTextureSize.y));
+
+			if (textureSize != allocatedRenderTextureSize) {
+				if (renderTexture)
+					RenderTexture.ReleaseTemporary(renderTexture);
+				renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
+				renderTexture.filterMode = FilterMode.Point;
+				allocatedRenderTextureSize = textureSize;
+			}
+		}
+#endif
+	}
+}

+ 3 - 3
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonRenderTexture/SkeletonRenderTextureFadeout.cs

@@ -47,9 +47,9 @@ namespace Spine.Unity.Examples {
 	/// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
 	/// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
 	/// a method that disables or destroys the entire GameObject.
 	/// a method that disables or destroys the entire GameObject.
 	/// </summary>
 	/// </summary>
-	[RequireComponent(typeof(SkeletonRenderTexture))]
+	[RequireComponent(typeof(SkeletonRenderTextureBase))]
 	public class SkeletonRenderTextureFadeout : MonoBehaviour {
 	public class SkeletonRenderTextureFadeout : MonoBehaviour {
-		SkeletonRenderTexture skeletonRenderTexture;
+		SkeletonRenderTextureBase skeletonRenderTexture;
 
 
 		public float fadeoutSeconds = 2.0f;
 		public float fadeoutSeconds = 2.0f;
 		protected float fadeoutSecondsRemaining;
 		protected float fadeoutSecondsRemaining;
@@ -58,7 +58,7 @@ namespace Spine.Unity.Examples {
 		public event FadeoutCallback OnFadeoutComplete;
 		public event FadeoutCallback OnFadeoutComplete;
 
 
 		protected void Awake () {
 		protected void Awake () {
-			skeletonRenderTexture = this.GetComponent<SkeletonRenderTexture>();
+			skeletonRenderTexture = this.GetComponent<SkeletonRenderTextureBase>();
 		}
 		}
 
 
 		protected void OnEnable () {
 		protected void OnEnable () {

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs

@@ -1240,7 +1240,7 @@ namespace Spine.Unity.Editor {
 		internal static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
 		internal static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
 
 
 		public static void TryInitializeSkeletonRendererSettings (SkeletonRenderer skeletonRenderer, Skin skin = null) {
 		public static void TryInitializeSkeletonRendererSettings (SkeletonRenderer skeletonRenderer, Skin skin = null) {
-			const string PMAShaderQuery = "Spine/Skeleton";
+			const string PMAShaderQuery = "Spine/";
 			const string TintBlackShaderQuery = "Tint Black";
 			const string TintBlackShaderQuery = "Tint Black";
 
 
 			if (skeletonRenderer == null) return;
 			if (skeletonRenderer == null) return;

+ 14 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Common.cginc

@@ -39,4 +39,18 @@ inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
 #endif
 #endif
 }
 }
 
 
+// Saturated version to prevent numerical issues that occur at CanvasRenderer
+// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
+// Note: Only use this method when the original color.rgb values lie within [0,1] range and
+// it's not an HDR color. This method is usually suitable for vertex color.
+inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
+#if UNITY_COLORSPACE_GAMMA
+	return gammaPMAColor;
+#else
+	return gammaPMAColor.a == 0 ?
+		half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
+		half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
+#endif
+}
+
 #endif
 #endif

+ 2 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc

@@ -49,7 +49,8 @@ VertexOutput vert (VertexInput IN) {
 #else
 #else
 	// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
 	// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
 	// however incorrectly assuming straight alpha color.
 	// however incorrectly assuming straight alpha color.
-	float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
+	// Saturated version used to prevent numerical issues of certain low-alpha values.
+	float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
 #endif
 #endif
 	OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
 	OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
 	return OUT;
 	return OUT;