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Merge branch '4.1' into 4.2-beta

Harald Csaszar 2 年之前
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b693802311

+ 1 - 1
spine-csharp/src/Skeleton.cs

@@ -540,7 +540,7 @@ namespace Spine {
 			return null;
 		}
 
-		/// <summary>Sets a skin by name (<see cref="SetSkin(Skin)"/>).</summary>
+		/// <summary>Sets a skin by name (see <see cref="SetSkin(Skin)"/>).</summary>
 		public void SetSkin (string skinName) {
 			Skin foundSkin = data.FindSkin(skinName);
 			if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");

+ 2 - 2
spine-csharp/src/SkeletonJson.cs

@@ -1027,8 +1027,8 @@ namespace Spine {
 								} else if (timelineName == "sequence") {
 									SequenceTimeline timeline = new SequenceTimeline(frames, slot.index, attachment);
 									float lastDelay = 0;
-									for (int frame = 0; keyMap != null;
-										keyMapEnumerator.MoveNext(), keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current, frame++) {
+									for (int frame = 0; keyMap != null; keyMap = keyMapEnumerator.MoveNext() ?
+										(Dictionary<string, Object>)keyMapEnumerator.Current : null, frame++) {
 
 										float delay = GetFloat(keyMap, "delay", lastDelay);
 										SequenceMode sequenceMode = (SequenceMode)Enum.Parse(typeof(SequenceMode),

+ 7 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader

@@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
 		Pass {
 			Name "Normal"
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 			#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
 			ENDCG
 		}
@@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
 			ZTest LEqual
 
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma multi_compile_shadowcaster
+			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
 			ENDCG
 		}

+ 7 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader

@@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
 		Pass {
 			Name "Normal"
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 			#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
 			ENDCG
 		}
@@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
 			ZTest LEqual
 
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma multi_compile_shadowcaster
+			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
 			ENDCG
 		}

+ 7 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader

@@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
 		Pass {
 			Name "Normal"
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
 			#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
 			ENDCG
 		}
@@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
 			ZTest LEqual
 
 			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma multi_compile_shadowcaster
+			#pragma fragmentoption ARB_precision_hint_fastest
 			#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
 			ENDCG
 		}

+ 0 - 3
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-BlendModes-NormalPass.cginc

@@ -1,9 +1,6 @@
 #ifndef BLENDMODES_NORMAL_PASS_INCLUDED
 #define BLENDMODES_NORMAL_PASS_INCLUDED
 
-#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
-#pragma vertex vert
-#pragma fragment frag
 #include "UnityCG.cginc"
 #include "../CGIncludes/Spine-Common.cginc"
 uniform sampler2D _MainTex;

+ 0 - 4
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc

@@ -1,10 +1,6 @@
 #ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED
 #define BLENDMODES_SHADOWCASTER_PASS_INCLUDED
 
-#pragma vertex vert
-#pragma fragment frag
-#pragma multi_compile_shadowcaster
-#pragma fragmentoption ARB_precision_hint_fastest
 #include "UnityCG.cginc"
 struct v2f {
 	V2F_SHADOW_CASTER;