Selaa lähdekoodia

[unity] Shader cleanup: removed duplicate unused cginc files. See #1255.

Harald Csaszar 6 vuotta sitten
vanhempi
commit
bf365a0dad

+ 0 - 363
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc

@@ -1,363 +0,0 @@
-#ifndef SHADER_SHARED_INCLUDED
-#define SHADER_SHARED_INCLUDED
-
-#include "UnityCG.cginc"
-
-////////////////////////////////////////
-// Space functions
-//
-
-inline float4 calculateWorldPos(float4 vertex)
-{
-	return mul(unity_ObjectToWorld, vertex);
-}
-
-inline float4 calculateLocalPos(float4 vertex)
-{
-	return UnityObjectToClipPos(vertex);
-}
-
-inline half3 calculateWorldNormal(float3 normal)
-{
-	return UnityObjectToWorldNormal(normal);
-}
-
-////////////////////////////////////////
-// Maths functions
-//
-
-inline float dotClamped(float3 a, float3 b)
-{
-	#if (SHADER_TARGET < 30 || defined(SHADER_API_PS3))
-		return saturate(dot(a, b));
-	#else
-		return max(0.0h, dot(a, b));
-	#endif
-}
-
-inline float oneDividedBy(float value)
-{
-	//Catches NANs
-	float sign_value = sign(value);
-	float sign_value_squared = sign_value*sign_value;
-	return sign_value_squared / ( value + sign_value_squared - 1.0);
-}
-
-inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
-{ 
-  float4 qr;
-  float half_angle = (angleRadians * 0.5);
-  qr.x = axis.x * sin(half_angle);
-  qr.y = axis.y * sin(half_angle);
-  qr.z = axis.z * sin(half_angle);
-  qr.w = cos(half_angle);
-  return qr;
-}
-
-inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
-{ 
-  float4 q = quat_from_axis_angle(axis, angleRadians);
-  float3 v = position.xyz;
-  return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
-}
-
-////////////////////////////////////////
-// Normal map functions
-//
-
-#if defined(_NORMALMAP)
-
-uniform sampler2D _BumpMap;
-
-inline half3 calculateWorldTangent(float4 tangent)
-{
-	return UnityObjectToWorldDir(tangent);
-}
-
-inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW)
-{
-	// For odd-negative scale transforms we need to flip the binormal
-	return cross(normalWorld, tangentWorld.xyz) * tangentW * unity_WorldTransformParams.w;
-}
-
-inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
-{
-	half3 localNormal = UnpackNormal(tex2D(_BumpMap, texUV));
-	half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
-	half3 normal = normalize(mul(localNormal, rotation));
-	return normal;
-}
-
-#endif // _NORMALMAP
-
-////////////////////////////////////////
-// Blending functions
-//
-
-inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
-{
-	fixed4 finalPixel;
-	
-#if defined(_ALPHAPREMULTIPLY_ON)
-	//Pre multiplied alpha
-	finalPixel = texureColor * color;
-	finalPixel.rgb *= lighting * color.a;
-#elif defined(_MULTIPLYBLEND)
-	//Multiply
-	finalPixel = color * texureColor;
-	finalPixel.rgb *= lighting;
-	finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
-#elif defined(_MULTIPLYBLEND_X2)
-	//Multiply x2
-	finalPixel.rgb = texureColor.rgb * color.rgb * lighting * 2.0f;
-	finalPixel.a = color.a * texureColor.a;
-	finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
-#elif defined(_ADDITIVEBLEND)
-	//Additive
-	finalPixel = texureColor * 2.0f * color;
-	finalPixel.rgb *= lighting * color.a;
-#elif defined(_ADDITIVEBLEND_SOFT)
-	//Additive soft
-	finalPixel = texureColor * color;
-	finalPixel.rgb *= lighting * finalPixel.a;
-#else
-	finalPixel.a = texureColor.a * color.a;
-	finalPixel.rgb = texureColor.rgb * color.rgb * (lighting * finalPixel.a);
-#endif
-	
-	return finalPixel;
-}
-
-inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
-{
-	fixed4 finalPixel;
-	
-#if defined(_ALPHAPREMULTIPLY_ON)
-	//Pre multiplied alpha
-	finalPixel = texureColor;
-	finalPixel.rgb *= lighting;
-#elif defined(_MULTIPLYBLEND)
-	//Multiply
-	finalPixel = texureColor;
-	finalPixel.rgb *= lighting;
-	finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
-#elif defined(_MULTIPLYBLEND_X2)
-	//Multiply x2
-	finalPixel.rgb = texureColor.rgb * lighting * 2.0f;
-	finalPixel.a = texureColor.a;
-	finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
-#elif defined(_ADDITIVEBLEND)
-	//Additive
-	finalPixel = texureColor * 2.0f;
-	finalPixel.rgb *= lighting;
-#elif defined(_ADDITIVEBLEND_SOFT)
-	//Additive soft
-	finalPixel = texureColor;
-	finalPixel.rgb *= lighting * finalPixel.a;
-#else
-	finalPixel.a = texureColor.a;
-	finalPixel.rgb = texureColor.rgb * (lighting * finalPixel.a);
-#endif
-	
-	return finalPixel;
-}
-
-inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
-{
-	fixed4 finalPixel;
-	
-#if defined(_ALPHAPREMULTIPLY_ON)
-	//Pre multiplied alpha
-	finalPixel.rgb = texureColor.rgb * lighting * color.rgb * color.a;
-	finalPixel.a = 1.0;
-#else
-	//All other alpha
-	finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
-	finalPixel.a = 1.0;
-#endif
-	
-	return finalPixel;
-}
-
-inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
-{
-	fixed4 finalPixel;
-	
-#if defined(_ALPHAPREMULTIPLY_ON)
-	//Pre multiplied alpha
-	finalPixel = texureColor * color;
-	finalPixel.rgb *= color.a;
-#elif defined(_MULTIPLYBLEND)
-	//Multiply
-	finalPixel = color * texureColor;
-	finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
-#elif defined(_MULTIPLYBLEND_X2)
-	//Multiply x2
-	finalPixel.rgb = texureColor.rgb * color.rgb * 2.0f;
-	finalPixel.a = color.a * texureColor.a;
-	finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
-#elif defined(_ADDITIVEBLEND)
-	//Additive
-	finalPixel = texureColor * 2.0f * color;
-#elif defined(_ADDITIVEBLEND_SOFT)
-	//Additive soft
-	finalPixel = color * texureColor;
-	finalPixel.rgb *= finalPixel.a;
-#else
-	//Standard alpha
-	finalPixel.a = texureColor.a * color.a;
-	finalPixel.rgb = (texureColor.rgb * color.rgb) * finalPixel.a;
-#endif 
-	
-	return finalPixel;
-}
-
-inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
-{
-	fixed4 finalPixel;
-	
-#if defined(_ALPHAPREMULTIPLY_ON)
-	//Pre multiplied alpha
-	finalPixel = texureColor;
-#elif defined(_MULTIPLYBLEND)
-	//Multiply
-	finalPixel = texureColor;
-	finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
-#elif defined(_MULTIPLYBLEND_X2)
-	//Multiply x2
-	finalPixel.rgb = texureColor.rgb * 2.0f;
-	finalPixel.a = texureColor.a;
-	finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
-#elif defined(_ADDITIVEBLEND)
-	//Additive
-	finalPixel = texureColor * 2.0f;
-#elif defined(_ADDITIVEBLEND_SOFT)
-	//Additive soft
-	finalPixel = texureColor;
-	finalPixel.rgb *= finalPixel.a;
-#else
-	//Standard alpha
-	finalPixel.a = texureColor.a;
-	finalPixel.rgb = texureColor.rgb * finalPixel.a;
-#endif 
-
-	return finalPixel;
-}
-
-////////////////////////////////////////
-// Alpha Clipping
-//
-
-#if defined(_ALPHA_CLIP)
-
-uniform fixed _Cutoff;
-
-#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
-
-#else
-
-#define ALPHA_CLIP(pixel, color)
-
-#endif
-
-////////////////////////////////////////
-// Color functions
-//
-
-uniform fixed4 _Color;
-
-inline fixed4 calculateVertexColor(fixed4 color)
-{
-	return color * _Color;
-}
-
-#if defined(_COLOR_ADJUST)
-
-uniform float _Hue;
-uniform float _Saturation;
-uniform float _Brightness;
-uniform fixed4 _OverlayColor;
-
-float3 rgb2hsv(float3 c)
-{
-  float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
-  float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
-  float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
-
-  float d = q.x - min(q.w, q.y);
-  float e = 1.0e-10;
-  return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-float3 hsv2rgb(float3 c) 
-{
-  c = float3(c.x, clamp(c.yz, 0.0, 1.0));
-  float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
-  float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
-  return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
-
-inline fixed4 adjustColor(fixed4 color)
-{
-	float3 hsv = rgb2hsv(color.rgb);
-	
-	hsv.x += _Hue; 
-	hsv.y *= _Saturation; 
-	hsv.z *= _Brightness;
-	
-	color.rgb = hsv2rgb(hsv);
-	
-	return color;
-}
-
-#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
-#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
-
-#else  // !_COLOR_ADJUST
-
-#define COLORISE(pixel)
-#define COLORISE_ADDITIVE(pixel)
-
-#endif // !_COLOR_ADJUST
-
-////////////////////////////////////////
-// Texture functions
-//
-
-uniform sampler2D _MainTex;
-
-#if _TEXTURE_BLEND
-uniform sampler2D _BlendTex;
-uniform float _BlendAmount;
-
-fixed4 calculateBlendedTexturePixel(float2 texcoord)
-{
-	return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
-}
-#endif // _TEXTURE_BLEND
-
-inline fixed4 calculateTexturePixel(float2 texcoord)
-{
-	fixed4 pixel;
-	
-#if _TEXTURE_BLEND
-	pixel = calculateBlendedTexturePixel(texcoord);
-#else
-	pixel = tex2D(_MainTex, texcoord);
-#endif // !_TEXTURE_BLEND
-
-#if defined(_COLOR_ADJUST)
-	pixel = adjustColor(pixel);
-#endif // _COLOR_ADJUST
-
-	return pixel;
-}
-
-uniform fixed4 _MainTex_ST;
-
-inline float2 calculateTextureCoord(float4 texcoord)
-{
-	return TRANSFORM_TEX(texcoord, _MainTex);
-}
-
-#endif // SHADER_SHARED_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/ShaderShared.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: ce9f78731d2f39c49a8688633f53a524
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 162
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteLighting.cginc

@@ -1,162 +0,0 @@
-#ifndef SPRITE_LIGHTING_INCLUDED
-#define SPRITE_LIGHTING_INCLUDED
-
-//Check for using mesh normals
-#if !defined(_FIXED_NORMALS) && !defined(_FIXED_NORMALS_BACK_RENDERING)
-#define MESH_NORMALS
-#endif // _FIXED_NORMALS || _FIXED_NORMALS_BACK_RENDERING
-
-////////////////////////////////////////
-// Vertex structs
-//
-
-struct VertexInput
-{
-	float4 vertex : POSITION;
-	float4 texcoord : TEXCOORD0;
-	float4 color : COLOR;
-#if defined(MESH_NORMALS)
-	float3 normal : NORMAL;
-#endif // MESH_NORMALS
-#if defined(_NORMALMAP)
-	float4 tangent : TANGENT;
-#endif // _NORMALMAP
-
-};
-
-////////////////////////////////////////
-// Normal functions
-//
-
-//Fixed Normal defined in view space
-uniform float4 _FixedNormal = float4(0, 0, -1, 1);
-
-inline half3 calculateSpriteWorldNormal(VertexInput vertex)
-{
-#if defined(MESH_NORMALS)
-	return calculateWorldNormal(vertex.normal);
-#else //MESH_NORMALS
-	//Rotate fixed normal by inverse camera matrix to convert the fixed normal into world space
-	float3x3 invView = transpose((float3x3)UNITY_MATRIX_VP);
-	float3 normal = _FixedNormal.xyz;
-#if UNITY_REVERSED_Z
-	normal.z = -normal.z;
-#endif
-	return normalize(mul(invView, normal));
-#endif // !MESH_NORMALS
-}
-
-inline half3 calculateSpriteViewNormal(VertexInput vertex)
-{
-#if defined(MESH_NORMALS)
-	return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
-#else // !MESH_NORMALS
-	float3 normal = _FixedNormal.xyz;
-#if UNITY_REVERSED_Z
-	normal.z = -normal.z;
-#endif
-	return normal;
-#endif // !MESH_NORMALS
-}
-
-////////////////////////////////////////
-// Normal map functions
-//
-
-#if defined(_NORMALMAP)
-
-inline half3 calculateSpriteWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW)
-{
-#if defined(_FIXED_NORMALS_BACK_RENDERING)
-	//If we're using fixed normals and sprite is facing away from camera, flip tangentW
-	float3 zAxis = float3(0.0, 0.0, 1.0);
-	float3 modelForward = mul((float3x3)unity_ObjectToWorld, zAxis);
-	float3 cameraForward = mul((float3x3)UNITY_MATRIX_VP, zAxis);
-	float directionDot = dot(modelForward, cameraForward);
-	//Don't worry if directionDot is zero, sprite will be side on to camera so invisible meaning it doesnt matter that tangentW will be zero too 
-	tangentW *= sign(directionDot);
-#endif // _FIXED_NORMALS_BACK_RENDERING
-
-	return calculateWorldBinormal(normalWorld, tangentWorld, tangentW);
-}
-
-#endif // _NORMALMAP
-
-#if defined(_DIFFUSE_RAMP)
-
-
-////////////////////////////////////////
-// Diffuse ramp functions
-//
-
-//Disable for softer, more traditional diffuse ramping
-#define HARD_DIFFUSE_RAMP
-
-uniform sampler2D _DiffuseRamp;
-
-inline fixed3 calculateDiffuseRamp(float ramp)
-{
-	return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
-}
-
-inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
-{
-	float d = angleDot * 0.5 + 0.5;
-#if defined(HARD_DIFFUSE_RAMP)
-	half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
-	return lightColor * ramp;
-#else
-	half3 ramp = calculateDiffuseRamp(d);
-	return lightColor * ramp * (attenuation * 2);
-#endif
-}
-#endif // _DIFFUSE_RAMP
-
-////////////////////////////////////////
-// Rim Lighting functions
-//
-
-#ifdef _RIM_LIGHTING
-
-uniform float _RimPower;
-uniform fixed4 _RimColor;
-
-inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
-{
-	fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
-	float invDot =  1.0 - saturate(dot(normalWorld, viewDir));
-	float rimPower = pow(invDot, _RimPower);
-	float rim = saturate(rimPower * _RimColor.a);
-	
-#if defined(_DIFFUSE_RAMP)
-	rim = calculateDiffuseRamp(rim).r;
-#endif
-	
-	return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
-}
-
-#endif  //_RIM_LIGHTING
-
-////////////////////////////////////////
-// Emission functions
-//
-
-#ifdef _EMISSION
-
-uniform sampler2D _EmissionMap;
-uniform fixed4 _EmissionColor;
-uniform float _EmissionPower;
-
-
-#define APPLY_EMISSION(diffuse, uv) \
-	{ \
-		diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower; \
-	}
-
-#else //!_EMISSION
-
-#define APPLY_EMISSION(diffuse, uv)
-
-#endif  //!_EMISSION
-
-#endif // SPRITE_LIGHTING_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteLighting.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 252dba02e84702448a0838ced241467d
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 198
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpritePixelLighting.cginc

@@ -1,198 +0,0 @@
-#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
-#define SPRITE_PIXEL_LIGHTING_INCLUDED
-	
-#include "ShaderShared.cginc"
-#include "SpriteLighting.cginc"
-#include "AutoLight.cginc"
-
-////////////////////////////////////////
-// Defines
-//
-
-////////////////////////////////////////
-// Vertex output struct
-//
-
-#if defined(_NORMALMAP)
-	#define _VERTEX_LIGHTING_INDEX TEXCOORD5
-	#define _LIGHT_COORD_INDEX_0 6
-	#define _LIGHT_COORD_INDEX_1 7
-	#define _FOG_COORD_INDEX 8
-#else
-	#define _VERTEX_LIGHTING_INDEX TEXCOORD3
-	#define _LIGHT_COORD_INDEX_0 4
-	#define _LIGHT_COORD_INDEX_1 5
-	#define _FOG_COORD_INDEX 6
-#endif // _NORMALMAP	
-
-struct VertexOutput
-{
-	float4 pos : SV_POSITION;				
-	fixed4 color : COLOR;
-	float2 texcoord : TEXCOORD0;
-	float4 posWorld : TEXCOORD1;
-	half3 normalWorld : TEXCOORD2;
-#if defined(_NORMALMAP)
-	half3 tangentWorld : TEXCOORD3;  
-	half3 binormalWorld : TEXCOORD4;
-#endif // _NORMALMAP
-	fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
-	LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
-#if defined(_FOG)
-	UNITY_FOG_COORDS(_FOG_COORD_INDEX)
-#endif // _FOG	
-};
-
-////////////////////////////////////////
-// Light calculations
-//
-
-uniform fixed4 _LightColor0;
-
-inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld)
-{
-	//For directional lights _WorldSpaceLightPos0.w is set to zero
-	float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
-	
-	float attenuation = LIGHT_ATTENUATION(input);
-	float angleDot = max(0, dot(normalWorld, lightWorldDirection));
-	
-#if defined(_DIFFUSE_RAMP)
-	fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
-#else
-	fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
-#endif // _DIFFUSE_RAMP
-	
-	return lightDiffuse;
-}
-
-inline float3 calculateNormalWorld(VertexOutput input)
-{
-#if defined(_NORMALMAP)
-	return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld);
-#else
-	return input.normalWorld;
-#endif
-}
-
-fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld)
-{
-	fixed3 vertexLighting = fixed3(0,0,0);
-
-#ifdef VERTEXLIGHT_ON
-	//Get approximated illumination from non-important point lights
-	vertexLighting = Shade4PointLights (	unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
-											unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
-											unity_4LightAtten0, posWorld, normalWorld) * 0.5;
-#endif
-
-	return vertexLighting;
-}
-
-fixed3 calculateAmbientLight(half3 normalWorld)
-{
-#if defined(_SPHERICAL_HARMONICS)
-	fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0)) * 0.75f;
-#else 
-	fixed3 ambient = unity_AmbientSky.rgb * 0.75;
-#endif
-	return ambient;
-}
-
-////////////////////////////////////////
-// Vertex program
-//
-
-VertexOutput vert(VertexInput v)
-{
-	VertexOutput output;
-	
-	output.pos = calculateLocalPos(v.vertex);
-	output.color = calculateVertexColor(v.color);
-	output.texcoord = calculateTextureCoord(v.texcoord);
-	output.posWorld = calculateWorldPos(v.vertex);
-	output.normalWorld = calculateSpriteWorldNormal(v);
-	output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
-	
-#if defined(_NORMALMAP)
-	output.tangentWorld = calculateWorldTangent(v.tangent);
-	output.binormalWorld = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, v.tangent.w);
-#endif
-
-	TRANSFER_VERTEX_TO_FRAGMENT(output)
-	
-#if defined(_FOG)
-	UNITY_TRANSFER_FOG(output,output.pos);
-#endif // _FOG	
-	
-	return output;
-}
-
-////////////////////////////////////////
-// Fragment programs
-//
-
-fixed4 fragBase(VertexOutput input) : SV_Target
-{
-	fixed4 texureColor = calculateTexturePixel(input.texcoord);
-	ALPHA_CLIP(texureColor, input.color)
-	
-	//Get normal direction
-	fixed3 normalWorld = calculateNormalWorld(input);
-
-	//Get Ambient diffuse
-	fixed3 ambient = calculateAmbientLight(normalWorld);
-	
-	//Get primary pixel light diffuse
-	fixed3 diffuse = calculateLightDiffuse(input, normalWorld);
-	
-	//Combine along with vertex lighting for the base lighting pass
-	fixed3 lighting = ambient + diffuse + input.vertexLighting;
-	
-	APPLY_EMISSION(lighting, input.texcoord)
-	
-	fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
-	
-#if defined(_RIM_LIGHTING)
-	pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
-#endif
-	
-	COLORISE(pixel)
-	
-#if defined(_FOG)
-	fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
-	UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
-#endif // _FOG
-	
-	return pixel;
-}
-
-fixed4 fragAdd(VertexOutput input) : SV_Target
-{
-	fixed4 texureColor = calculateTexturePixel(input.texcoord);
-	
-#if defined(_COLOR_ADJUST)
-	texureColor = adjustColor(texureColor);
-#endif // _COLOR_ADJUST	
-
-	ALPHA_CLIP(texureColor, input.color)
-	
-	//Get normal direction
-	fixed3 normalWorld = calculateNormalWorld(input);
-
-	//Get light diffuse
-	fixed3 lighting = calculateLightDiffuse(input, normalWorld);
-	
-	fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
-	
-	COLORISE_ADDITIVE(pixel)
-	
-#if defined(_FOG)
-	UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
-#endif // _FOG	
-	
-	return pixel;
-}
-
-
-#endif // SPRITE_PIXEL_LIGHTING_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpritePixelLighting.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 38bcbfc10385d424c9cbac5b5b9ec1af
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 54
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteShadows.cginc

@@ -1,54 +0,0 @@
-#ifndef SPRITE_SHADOWS_INCLUDED
-#define SPRITE_SHADOWS_INCLUDED
-
-#include "UnityCG.cginc"
-
-////////////////////////////////////////
-// Vertex structs
-//
-
-struct vertexInput
-{
-	float4 vertex : POSITION;
-	float4 texcoord : TEXCOORD0;
-};
-
-struct vertexOutput
-{ 
-	V2F_SHADOW_CASTER;
-	float4 texcoordAndAlpha : TEXCOORD1;
-};
-
-////////////////////////////////////////
-// Vertex program
-//
-
-uniform sampler2D _MainTex;
-uniform fixed4 _MainTex_ST;
-
-vertexOutput vert(vertexInput v, float4 vertexColor : COLOR)
-{
-	vertexOutput o;
-	TRANSFER_SHADOW_CASTER(o)
-	o.texcoordAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
-	o.texcoordAndAlpha.z = 0;
-	o.texcoordAndAlpha.a = vertexColor.a;
-	return o;
-}
-
-////////////////////////////////////////
-// Fragment program
-//
-
-
-uniform fixed _ShadowAlphaCutoff;
-
-fixed4 frag(vertexOutput IN) : SV_Target
-{
-	fixed4 texureColor = tex2D(_MainTex, IN.texcoordAndAlpha.xy);
-	clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
-	
-	SHADOW_CASTER_FRAGMENT(IN)
-}
-
-#endif // SPRITE_SHADOWS_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteShadows.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 0f58b811a44f1b44cb9aac3ddfe24f37
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 67
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteUnlit.cginc

@@ -1,67 +0,0 @@
-#ifndef SPRITE_UNLIT_INCLUDED
-#define SPRITE_UNLIT_INCLUDED
-
-#include "ShaderShared.cginc"
-
-////////////////////////////////////////
-// Vertex structs
-//
-				
-struct VertexInput
-{
-	float4 vertex : POSITION;
-	float4 texcoord : TEXCOORD0;
-	fixed4 color : COLOR;
-};
-
-struct VertexOutput
-{
-	float4 pos : SV_POSITION;
-	float2 texcoord : TEXCOORD0;
-	fixed4 color : COLOR;
-#if defined(_FOG)
-	UNITY_FOG_COORDS(1)
-#endif // _FOG	
-};
-
-////////////////////////////////////////
-// Vertex program
-//
-
-VertexOutput vert(VertexInput input)
-{
-	VertexOutput output;
-	
-	output.pos = calculateLocalPos(input.vertex);	
-	output.texcoord = calculateTextureCoord(input.texcoord);
-	output.color = calculateVertexColor(input.color);
-
-#if defined(_FOG)
-	UNITY_TRANSFER_FOG(output,output.pos);
-#endif // _FOG
-	
-	return output;
-}
-
-////////////////////////////////////////
-// Fragment program
-//
-
-fixed4 frag(VertexOutput input) : SV_Target
-{
-	fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
-	ALPHA_CLIP(texureColor, input.color)
-
-	fixed4 pixel = calculatePixel(texureColor, input.color);
-	
-	COLORISE(pixel)
-	
-#if defined(_FOG)
-	fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
-	UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
-#endif // _FOG	
-	
-	return pixel;
-}
-
-#endif // SPRITE_UNLIT_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteUnlit.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: e67832d6dd9dd914ca946fa7fcaa4a9e
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 430
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc

@@ -1,430 +0,0 @@
-#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
-#define SPRITE_VERTEX_LIGHTING_INCLUDED
-	
-#include "ShaderShared.cginc"
-#include "SpriteLighting.cginc"
-#include "UnityStandardUtils.cginc"
-
-////////////////////////////////////////
-// Defines
-//
-
-//Define to use spot lights (more expensive)
-#define SPOT_LIGHTS
-
-//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting
-#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING)
-#define PER_PIXEL_LIGHTING
-#endif
-
-//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
-#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
-	#undef PER_PIXEL_LIGHTING
-	#undef _NORMALMAP
-	#undef _DIFFUSE_RAMP
-	#undef _RIM_LIGHTING
-#endif
-
-//In D3D9 only have a max of 9 TEXCOORD so can't have diffuse ramping or fog or rim lighting if processing lights per pixel
-#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
-	#if defined(_NORMALMAP)
-		#undef _DIFFUSE_RAMP
-		#undef _FOG
-		#undef _RIM_LIGHTING
-	#elif defined(_DIFFUSE_RAMP)
-		#undef _FOG
-		#undef _RIM_LIGHTING
-	#elif defined(_RIM_LIGHTING)
-		#undef _FOG
-		#undef _DIFFUSE_RAMP
-	#else
-		#undef _DIFFUSE_RAMP
-		#undef _RIM_LIGHTING
-	#endif
-#endif
-
-#if defined(PER_PIXEL_LIGHTING)
-	#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
-		#define ATTENUATIONS TEXCOORD9
-		#if defined(_RIM_LIGHTING)
-			#define _POS_WORLD_INDEX TEXCOORD10
-			#define _FOG_COORD_INDEX 11
-		#else
-			#define _FOG_COORD_INDEX 10
-		#endif
-	#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
-		#define ATTENUATIONS TEXCOORD8
-		#if defined(_RIM_LIGHTING)
-			#define _POS_WORLD_INDEX TEXCOORD9
-			#define _FOG_COORD_INDEX 10
-		#else
-			#define _FOG_COORD_INDEX 9
-		#endif
-	#else //!_DIFFUSE_RAMP && !_NORMALMAP
-		#if defined(_RIM_LIGHTING)
-			#define _POS_WORLD_INDEX TEXCOORD8
-			#define _FOG_COORD_INDEX 9
-		#else
-			#define _FOG_COORD_INDEX 8
-		#endif
-	#endif
-#else //!PER_PIXEL_LIGHTING
-	#define _FOG_COORD_INDEX 2
-#endif
-
-////////////////////////////////////////
-// Vertex output struct
-//
-
-struct VertexOutput
-{
-	float4 pos : SV_POSITION;				
-	fixed4 color : COLOR;
-	float3 texcoord : TEXCOORD0;
-	
-#if defined(PER_PIXEL_LIGHTING)
-
-	half4 VertexLightInfo0 : TEXCOORD1; 
-	half4 VertexLightInfo1 : TEXCOORD2;
-	half4 VertexLightInfo2 : TEXCOORD3;  
-	half4 VertexLightInfo3 : TEXCOORD4;
-	half4 VertexLightInfo4 : TEXCOORD5;
-	
-	#if defined(_NORMALMAP)
-		half4 normalWorld : TEXCOORD6;
-		half4 tangentWorld : TEXCOORD7;
-		half4 binormalWorld : TEXCOORD8;
-	#else
-		half3 normalWorld : TEXCOORD6;
-		half3 VertexLightInfo5 : TEXCOORD7;  
-	#endif
-	#if defined(_DIFFUSE_RAMP)
-		half4 LightAttenuations : ATTENUATIONS;
-	#endif
-	#if defined(_RIM_LIGHTING)
-		float4 posWorld : _POS_WORLD_INDEX;
-	#endif
-
-#else //!PER_PIXEL_LIGHTING
-
-	half3 FullLighting : TEXCOORD1; 
-	
-#endif // !PER_PIXEL_LIGHTING
-
-#if defined(_FOG)
-	UNITY_FOG_COORDS(_FOG_COORD_INDEX)
-#endif // _FOG
-};
-
-////////////////////////////////////////
-// Light calculations
-//
-
-struct VertexLightInfo
-{
-	half3 lightDirection;
-	fixed3 lightColor;
-	
-#if defined(_DIFFUSE_RAMP)	
-	float attenuation;
-#endif // _DIFFUSE_RAMP
-};
-
-inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
-{
-	VertexLightInfo lightInfo;
-	
-	//For directional lights unity_LightPosition.w is set to zero
-	lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
-	float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
-	
-	// don't produce NaNs if some vertex position overlaps with the light
-	lengthSq = max(lengthSq, 0.000001);
-		
-	lightInfo.lightDirection *= rsqrt(lengthSq);
-	
-	float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);	
-	
-#if defined(SPOT_LIGHTS)
-	//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
-	{
-		float rho = max (0, dot(lightInfo.lightDirection, unity_SpotDirection[index].xyz));
-		float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
-		attenuation *= saturate(spotAtt);
-	}
-#endif // SPOT_LIGHTS
-	
-	//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
-#if defined(_DIFFUSE_RAMP)	
-	lightInfo.lightColor = unity_LightColor[index].rgb;
-	lightInfo.attenuation = attenuation;
-#else
-	lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
-#endif // _DIFFUSE_RAMP
-	
-	return lightInfo;
-}
-
-fixed3 calculateAmbientLight(half3 normalWorld)
-{
-#if defined(_SPHERICAL_HARMONICS)	
-
-	//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics 
-	static const fixed3 worldUp = fixed3(0,1,0);
-	static const float skyGroundDotMul = 2.5;
-	static const float minEquatorMix = 0.5;
-	static const float equatorColorBlur = 0.33;
-	
-	float upDot = dot(normalWorld, worldUp);
-	
-	//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
-	//This simulates how directional lights get blurred using spherical harmonics
-	
-	//Work out color from ground and sky, ignoring equator
-	float adjustedDot = upDot * skyGroundDotMul;
-	fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
-	
-	//Work out equator lights brightness
-	float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
-	
-	//Blur equator color with sky and ground colors based on how bright it is.
-	fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
-	
-	//Work out 3 way lerp inc equator light
-	fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
-	
-	//Mix the two colors together based on how bright the equator light is
-	return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix)) * 0.75;
-
-#else // !_SPHERICAL_HARMONICS
-
-	//Flat ambient is just the sky color
-	return unity_AmbientSky.rgb * 0.75;
-	
-#endif // !_SPHERICAL_HARMONICS	
-}
-
-////////////////////////////////////////
-// Light Packing Functions
-//
-
-#if defined(_DIFFUSE_RAMP)
-
-inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
-{
-	float angleDot = max(0, dot(viewNormal, lightViewDir));
-	return calculateRampedDiffuse(lightColor, attenuation, angleDot);
-}
-
-#else
-
-inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
-{
-	float angleDot = max(0, dot(viewNormal, lightViewDir));
-	return attenuatedLightColor * angleDot;
-}
-
-#endif // _NORMALMAP
-
-
-#if defined(PER_PIXEL_LIGHTING)
-
-#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
-#define VERTEX_LIGHT_0_R VertexLightInfo4.x
-#define VERTEX_LIGHT_0_G VertexLightInfo4.y
-#define VERTEX_LIGHT_0_B VertexLightInfo4.z
-
-#define VERTEX_LIGHT_1_DIR  VertexLightInfo1.xyz
-#define VERTEX_LIGHT_1_R VertexLightInfo0.w
-#define VERTEX_LIGHT_1_G VertexLightInfo1.w
-#define VERTEX_LIGHT_1_B VertexLightInfo2.w
-
-#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
-#define VERTEX_LIGHT_2_R VertexLightInfo3.w
-#define VERTEX_LIGHT_2_G VertexLightInfo4.w
-#define VERTEX_LIGHT_2_B texcoord.z
-
-#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
-
-#if defined(_NORMALMAP)
-	#define VERTEX_LIGHT_3_R normalWorld.w
-	#define VERTEX_LIGHT_3_G tangentWorld.w
-	#define VERTEX_LIGHT_3_B binormalWorld.w
-#else
-	#define VERTEX_LIGHT_3_R VertexLightInfo5.x
-	#define VERTEX_LIGHT_3_G VertexLightInfo5.y
-	#define VERTEX_LIGHT_3_B VertexLightInfo5.z
-#endif
-	
-#if defined(_DIFFUSE_RAMP)
-
-	#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
-	#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
-	#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
-	#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
-
-	#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
-	{ \
-		output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
-	}
-	
-	#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
-	{ \
-		diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
-	}
-#else
-	#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
-	#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
-	{ \
-		diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
-	}
-#endif
-
-#define PACK_VERTEX_LIGHT(index, output, viewPos) \
-	{ \
-		VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
-		output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
-		output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
-		output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
-		output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
-		PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
-	}
-
-#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
-	{ \
-		half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
-		fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
-		ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
-	}
-
-#else //!PER_PIXEL_LIGHTING
-
-////////////////////////////////////////
-// Vertex Only Functions
-//
-
-inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
-{
-	VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
-	float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
-	return lightInfo.lightColor * angleDot;
-}
-
-#endif // !PER_PIXEL_LIGHTING
-	
-////////////////////////////////////////
-// Vertex program
-//
-
-VertexOutput vert(VertexInput input)
-{
-	VertexOutput output;
-	
-	output.pos = calculateLocalPos(input.vertex);
-	output.color = calculateVertexColor(input.color);
-	output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
-
-	float3 viewPos = UnityObjectToViewPos(input.vertex);
-
-#if defined(PER_PIXEL_LIGHTING)
-	
-	#if defined(_RIM_LIGHTING)
-		output.posWorld = calculateWorldPos(input.vertex);
-	#endif
-
-	PACK_VERTEX_LIGHT(0, output, viewPos)
-	PACK_VERTEX_LIGHT(1, output, viewPos)
-	PACK_VERTEX_LIGHT(2, output, viewPos)
-	PACK_VERTEX_LIGHT(3, output, viewPos)
-	
-	output.normalWorld.xyz = calculateSpriteWorldNormal(input);
-	
-	#if defined(_NORMALMAP)
-		output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
-		output.binormalWorld.xyz = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, input.tangent.w);	
-	#endif
-	
-#else // !PER_PIXEL_LIGHTING
-	
-	//Just pack full lighting
-	float3 viewNormal = calculateSpriteViewNormal(input);
-	
-	//Get Ambient diffuse
-	float3 normalWorld = calculateSpriteWorldNormal(input);
-	fixed3 ambient = calculateAmbientLight(normalWorld);
-	
-	fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
-	diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
-	diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
-	diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
-	
-	output.FullLighting = ambient + diffuse;
-	
-#endif // !PER_PIXEL_LIGHTING
-	
-#if defined(_FOG)
-	UNITY_TRANSFER_FOG(output, output.pos);
-#endif // _FOG	
-		
-	return output;
-}
-
-////////////////////////////////////////
-// Fragment program
-//
-
-fixed4 frag(VertexOutput input) : SV_Target
-{
-	fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
-	ALPHA_CLIP(texureColor, input.color)
-	
-#if defined(PER_PIXEL_LIGHTING)
-	
-	#if defined(_NORMALMAP)
-		half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
-	#else
-		half3 normalWorld = input.normalWorld.xyz;
-	#endif
-	
-	//Get Ambient diffuse
-	fixed3 ambient = calculateAmbientLight(normalWorld);
-	
-	//Find vertex light diffuse
-	fixed3 diffuse = fixed3(0,0,0);
-	
-	//Add each vertex light to diffuse
-	half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
-	ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
-	ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
-	ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
-	ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
-	
-	fixed3 lighting = ambient + diffuse;
-	
-	APPLY_EMISSION(lighting, input.texcoord.xy)
-
-	fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
-	
-#if defined(_RIM_LIGHTING)
-	pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
-#endif
-	
-#else // !PER_PIXEL_LIGHTING
-	
-	APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
-	
-	fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
-
-#endif // !PER_PIXEL_LIGHTING	
-	
-	COLORISE(pixel)
-	
-#if defined(_FOG)
-	fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
-	UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
-#endif // _FOG	
-	
-	return pixel;
-}
-
-#endif // SPRITE_VERTEX_LIGHTING_INCLUDED

+ 0 - 9
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Shaders/Sprite/SpriteVertexLighting.cginc.meta

@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: b256f9f092407414392d98f339173a2d
-timeCreated: 1479457856
-licenseType: Free
-ShaderImporter:
-  defaultTextures: []
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: