Jelajahi Sumber

[unity] Added support for Universal Render Pipeline (URP), including 2D Renderer (2D Lights) of Unity 2019.3 through an additional UPM package. Closes #1413.

Harald Csaszar 5 tahun lalu
induk
melakukan
d18f64c734
100 mengubah file dengan 8818 tambahan dan 43 penghapusan
  1. 15 0
      CHANGELOG.md
  2. 60 10
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs
  3. 1 1
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs
  4. 6 4
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc
  5. 30 28
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc
  6. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples.meta
  7. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D.meta
  8. 54 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Example 2D URP Asset.asset
  9. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Example 2D URP Asset.asset.meta
  10. 61 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Example 2D URP Renderer Data.asset
  11. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Example 2D URP Renderer Data.asset.meta
  12. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Images.meta
  13. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Images/urp-2d-renderer-heading-rim-mask.png
  14. 91 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Images/urp-2d-renderer-heading-rim-mask.png.meta
  15. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Images/urp-2d-renderer-heading.png
  16. 105 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Images/urp-2d-renderer-heading.png.meta
  17. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons.meta
  18. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP.meta
  19. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma-rim-mask.png
  20. 91 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma-rim-mask.png.meta
  21. 272 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma.atlas.txt
  22. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma.atlas.txt.meta
  23. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma.png
  24. 103 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma.png.meta
  25. 17 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma_Atlas.asset
  26. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma_Atlas.asset.meta
  27. 42 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma_Material.mat
  28. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pma_Material.mat.meta
  29. 696 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pro.json
  30. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pro.json.meta
  31. 24 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pro_SkeletonData.asset
  32. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/RaptorURP/raptor-pro_SkeletonData.asset.meta
  33. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP.meta
  34. 41 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma.atlas.txt
  35. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma.atlas.txt.meta
  36. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma.png
  37. 91 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma.png.meta
  38. 17 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma_Atlas.asset
  39. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma_Atlas.asset.meta
  40. 82 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma_Material.mat
  41. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-diffuse-pma_Material.mat.meta
  42. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-emission.png
  43. 91 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-emission.png.meta
  44. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-normals.png
  45. 103 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-normals.png.meta
  46. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-rim-mask.png
  47. 91 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-rim-mask.png.meta
  48. 510 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman.json
  49. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman.json.meta
  50. 24 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman_SkeletonData.asset
  51. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman_SkeletonData.asset.meta
  52. 1243 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/URP 2D Shaders.unity
  53. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/URP 2D Shaders.unity.meta
  54. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D.meta
  55. 54 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Example URP Asset.asset
  56. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Example URP Asset.asset.meta
  57. 36 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Example URP Asset_Renderer.asset
  58. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Example URP Asset_Renderer.asset.meta
  59. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons.meta
  60. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP.meta
  61. 696 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor-pro.json
  62. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor-pro.json.meta
  63. 24 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor-pro_SkeletonData.asset
  64. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor-pro_SkeletonData.asset.meta
  65. 272 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor.atlas.txt
  66. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor.atlas.txt.meta
  67. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor.png
  68. 145 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor.png.meta
  69. 17 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor_Atlas.asset
  70. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor_Atlas.asset.meta
  71. 102 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor_Material.mat
  72. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/RaptorURP/raptor_Material.mat.meta
  73. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP.meta
  74. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-emission.png
  75. 145 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-emission.png.meta
  76. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-normals.png
  77. 145 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-normals.png.meta
  78. 41 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.atlas.txt
  79. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.atlas.txt.meta
  80. 510 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.json
  81. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.json.meta
  82. TEMPAT SAMPAH
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.png
  83. 151 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.png.meta
  84. 17 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_Atlas.asset
  85. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_Atlas.asset.meta
  86. 83 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_Material.mat
  87. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_Material.mat.meta
  88. 24 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_SkeletonData.asset
  89. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman_SkeletonData.asset.meta
  90. 1863 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/URP 3D Shaders.unity
  91. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/URP 3D Shaders.unity.meta
  92. 26 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md
  93. 7 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md.meta
  94. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders.meta
  95. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D.meta
  96. 8 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include.meta
  97. 66 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl
  98. 9 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl.meta
  99. 112 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl
  100. 9 0
      spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl.meta

+ 15 - 0
CHANGELOG.md

@@ -307,6 +307,21 @@
   Outline rendering is fully supported on `SkeletonGraphic` shaders as well.
   * Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization.
   * All `Spine/SkeletonGraphic` shaders now provide a parameter `CanvasGroup Compatible` which can be enabled to support `CanvasGroup` alpha blending. For correct results, you should then disable `Pma Vertex Colors` in the `SkeletonGraphic` Inspector, in section `Advanced` (otherwise Slot alpha will be applied twice).
+  * **Now supporting Universal Render Pipeline (URP), including the 2D Renderer pipeline, through an additional UPM package.**
+    * **Installation:** You can download the Unity Package Manager (UPM) package via the [download page](http://esotericsoftware.com/spine-unity-download) or find it in the [spine-runtimes/spine-unity/Modules](https://github.com/EsotericSoftware/spine-runtimes/tree/3.8-beta/spine-unity/Modules) subdirectory on the git repository. You can then either unzip (copy if using git) the package to
+      * a) the `Packages` directory in your project where it will automatically be loaded, or
+      * b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
+
+      The Project panel should now show an entry `Spine Universal RP Shaders` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
+    * **Usage:** The package provides two shaders specifically built for the universal render pipeline:
+      * `Universal Render Pipeline/Spine/Skeleton`, as a universal variant of the `Spine/Skeleton` shader,
+      * `Universal Render Pipeline/Spine/Skeleton Lit`, as a universal variant of the `Spine/Skeleton Lit` shader,
+      * `Universal Render Pipeline/Spine/Sprite`, as a universal variant of the `Spine/Sprite/Vertex Lit` and `Pixel Lit` shaders, which were not functioning in the universal render pipeline,
+	  * `Universal Render Pipeline/2D/Spine/Skeleton Lit`, as a universal 2D Renderer variant of the `Spine/Skeleton Lit` shader, and
+      * `Universal Render Pipeline/2D/Spine/Sprite`, as a universal 2D Renderer variant of the `Spine/Sprite/Vertex Lit` and `Pixel Lit` shaders.
+	  The shaders can be assigned to materials as usual and will respect your settings of the assigned `UniversalRenderPipelineAsset` under `Project Settings - Graphics`.
+    * **Restrictions** As all Spine shaders, the URP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
+    * **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.urp-shaders-3.8/Examples/URP Shaders.unity` that demonstrates usage of the URP shaders.
 
 * **Changes of default values**
   * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

+ 60 - 10
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs

@@ -43,6 +43,8 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 	static readonly string kShaderUnlitOutline = "Spine/Outline/Sprite/Unlit";
 
 	static readonly string kShaderLitLW = "Lightweight Render Pipeline/Spine/Sprite";
+	static readonly string kShaderLitURP = "Universal Render Pipeline/Spine/Sprite";
+	static readonly string kShaderLitURP2D = "Universal Render Pipeline/2D/Spine/Sprite";
 	static readonly int kSolidQueue = 2000;
 	static readonly int kAlphaTestQueue = 2450;
 	static readonly int kTransparentQueue = 3000;
@@ -61,7 +63,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		VertexLit,
 		PixelLit,
 		Unlit,
-		LitLightweight
+		LitLightweight,
+		LitUniversal,
+		LitUniversal2D
 	};
 
 	private enum eCulling {
@@ -78,6 +82,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 
 	MaterialProperty _mainTexture = null;
 	MaterialProperty _color = null;
+	MaterialProperty _maskTexture = null;
 
 	MaterialProperty _pixelSnap = null;
 
@@ -114,6 +119,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 	MaterialProperty _smoothnessScale = null;
 
 	static GUIContent _albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
+	static GUIContent _maskText = new GUIContent("Light Mask", "Light mask texture (secondary Sprite texture)");
 	static GUIContent _altAlbedoText = new GUIContent("Secondary Albedo", "When a secondary albedo texture is set the albedo will be a blended mix of the two textures based on the blend value.");
 	static GUIContent _metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
 	static GUIContent _smoothnessText = new GUIContent("Smoothness", "Smoothness value");
@@ -136,7 +142,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		new GUIContent("Vertex Lit"),
 		new GUIContent("Pixel Lit"),
 		new GUIContent("Unlit"),
-		new GUIContent("Lit Lightweight")
+		new GUIContent("Lit Lightweight"),
+		new GUIContent("Lit Universal"),
+		new GUIContent("Lit Universal2D")
 	};
 	static GUIContent _blendModeText = new GUIContent("Blend Mode", "Blend Mode");
 	static GUIContent[] _blendModeOptions = {
@@ -188,7 +196,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		//If not originally a sprite shader set default keywords
 		if (oldShader.name != kShaderVertexLit && oldShader.name != kShaderPixelLit && oldShader.name != kShaderUnlit &&
 			oldShader.name != kShaderVertexLitOutline && oldShader.name != kShaderPixelLitOutline && oldShader.name != kShaderUnlitOutline &&
-			oldShader.name != kShaderLitLW) {
+			oldShader.name != kShaderLitLW &&
+			oldShader.name != kShaderLitURP &&
+			oldShader.name != kShaderLitURP2D) {
 			SetDefaultSpriteKeywords(material, newShader);
 		}
 
@@ -203,6 +213,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		base.FindProperties(props);
 
 		_mainTexture = FindProperty("_MainTex", props);
+		_maskTexture = FindProperty("_MaskTex", props, false);
 		_color = FindProperty("_Color", props);
 
 		_pixelSnap = FindProperty("PixelSnap", props);
@@ -350,6 +361,14 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 						if (material.shader.name != kShaderLitLW)
 							_materialEditor.SetShader(Shader.Find(kShaderLitLW), false);
 						break;
+					case eLightMode.LitUniversal:
+						if (material.shader.name != kShaderLitURP)
+							_materialEditor.SetShader(Shader.Find(kShaderLitURP), false);
+						break;
+					case eLightMode.LitUniversal2D:
+						if (material.shader.name != kShaderLitURP2D)
+							_materialEditor.SetShader(Shader.Find(kShaderLitURP2D), false);
+						break;
 					}
 				}
 
@@ -424,6 +443,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		if (_bumpMap != null)
 			_materialEditor.TexturePropertySingleLine(_normalMapText, _bumpMap, _bumpMap.textureValue != null ? _bumpScale : null);
 
+		if (_maskTexture != null)
+			_materialEditor.TexturePropertySingleLine(_maskText, _maskTexture);
+
 		if (_diffuseRamp != null)
 			_materialEditor.TexturePropertySingleLine(_diffuseRampText, _diffuseRamp);
 
@@ -596,7 +618,8 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		_materialEditor.RangeProperty(_shadowAlphaCutoff, _shadowAlphaCutoffText.text);
 		dataChanged = EditorGUI.EndChangeCheck();
 		bool areMixedShaders = false;
-		bool hasReceiveShadowsParameter = IsLWRPShader(_materialEditor, out areMixedShaders);
+		bool hasReceiveShadowsParameter = IsLWRPShader(_materialEditor, out areMixedShaders) ||
+			IsURP3DShader(_materialEditor, out areMixedShaders);
 
 		if (hasReceiveShadowsParameter) {
 			bool forceDisableReceiveShadows = !_writeToDepth.hasMixedValue && _writeToDepth.floatValue == 0;
@@ -624,7 +647,9 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 
 		bool areMixedShaders = false;
 		bool isLWRPShader = IsLWRPShader(_materialEditor, out areMixedShaders);
-		bool hasSHParameter = areMixedShaders || !isLWRPShader;
+		bool isURP3DShader = IsURP3DShader(_materialEditor, out areMixedShaders);
+		bool isURP2DShader = IsURP2DShader(_materialEditor, out areMixedShaders);
+		bool hasSHParameter = !(isLWRPShader || isURP3DShader || isURP2DShader);
 		if (!hasSHParameter)
 			return false;
 
@@ -644,6 +669,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 	}
 
 	protected virtual bool RenderFogProperties () {
+
+		bool areMixedShaders = false;
+		bool isURP2DShader = IsURP2DShader(_materialEditor, out areMixedShaders);
+
+		if (isURP2DShader && !areMixedShaders)
+			return false;
+
 		EditorGUI.BeginChangeCheck();
 		bool mixedValue;
 		bool fog = IsKeywordEnabled(_materialEditor, "_FOG", out mixedValue);
@@ -898,18 +930,30 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 	}
 
 	static bool IsLWRPShader (MaterialEditor editor, out bool mixedValue) {
+		return IsShaderType(kShaderLitLW, editor, out mixedValue);
+	}
+
+	static bool IsURP3DShader (MaterialEditor editor, out bool mixedValue) {
+		return IsShaderType(kShaderLitURP, editor, out mixedValue);
+	}
+
+	static bool IsURP2DShader (MaterialEditor editor, out bool mixedValue) {
+		return IsShaderType(kShaderLitURP2D, editor, out mixedValue);
+	}
+
+	static bool IsShaderType (string shaderType, MaterialEditor editor, out bool mixedValue) {
 
 		mixedValue = false;
-		bool isAnyLWRPShader = false;
+		bool isAnyTargetTypeShader = false;
 		foreach (Material material in editor.targets) {
-			if (material.shader.name == kShaderLitLW) {
-				isAnyLWRPShader = true;
+			if (material.shader.name == shaderType) {
+				isAnyTargetTypeShader = true;
 			}
-			else if (isAnyLWRPShader) {
+			else if (isAnyTargetTypeShader) {
 				mixedValue = true;
 			}
 		}
-		return isAnyLWRPShader;
+		return isAnyTargetTypeShader;
 	}
 
 	static bool IsKeywordEnabled (MaterialEditor editor, string keyword, out bool mixedValue) {
@@ -938,6 +982,12 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 		else if (material.shader.name == kShaderLitLW) {
 			return eLightMode.LitLightweight;
 		}
+		else if (material.shader.name == kShaderLitURP) {
+			return eLightMode.LitUniversal;
+		}
+		else if (material.shader.name == kShaderLitURP2D) {
+			return eLightMode.LitUniversal2D;
+		}
 		else { // if (material.shader.name == kShaderVertexLit || kShaderVertexLitOutline)
 			return eLightMode.VertexLit;
 		}

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

@@ -204,7 +204,7 @@ namespace Spine.Unity.Editor {
 			if (MaterialChecks.IsTextureSetupProblematic(material, PlayerSettings.colorSpace,
 				texImporter. sRGBTexture, texImporter. mipmapEnabled, texImporter. alphaIsTransparency,
 				texturePath, materialPath, ref errorMessage)) {
-				Debug.LogWarning(errorMessage);
+				Debug.LogWarning(errorMessage, material);
 			}
 			return true;
 		}

+ 6 - 4
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderMaths.cginc

@@ -2,7 +2,9 @@
 #define SHADER_MATHS_INCLUDED
 
 #if defined(USE_LWRP)
-#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+#elif defined(USE_URP)
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 #else
 #include "UnityCG.cginc"
 #endif
@@ -40,7 +42,7 @@ inline half pow5 (half x)
 }
 
 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);
@@ -51,7 +53,7 @@ inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
 }
 
 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);
@@ -71,4 +73,4 @@ float DecodeFloatRGB(float3 decomp)
    return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) );
 }
 
-#endif // SHADER_MATHS_INCLUDED
+#endif // SHADER_MATHS_INCLUDED

+ 30 - 28
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc

@@ -6,7 +6,9 @@
 #define SHADER_SHARED_INCLUDED
 
 #if defined(USE_LWRP)
-#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+#elif defined(USE_URP)
+#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 #else
 #include "UnityCG.cginc"
 #endif
@@ -42,7 +44,7 @@ inline float4 calculateWorldPos(float4 vertex)
 	return mul(unity_ObjectToWorld, vertex);
 }
 
-#if defined(USE_LWRP)
+#if defined(USE_LWRP) || defined(USE_URP)
 // snaps post-transformed position to screen pixels
 inline float4 UnityPixelSnap(float4 pos)
 {
@@ -61,13 +63,13 @@ inline float4 UnityPixelSnap(float4 pos)
 
 inline float4 calculateLocalPos(float4 vertex)
 {
-#if !defined(USE_LWRP)
+#if !defined(USE_LWRP) && !defined(USE_URP)
 #ifdef UNITY_INSTANCING_ENABLED
     vertex.xy *= _Flip.xy;
 #endif
 #endif
 
-#if defined(USE_LWRP)
+#if defined(USE_LWRP) || defined(USE_URP)
 	float4 pos = TransformObjectToHClip(vertex.xyz);
 #else
 	float4 pos = UnityObjectToClipPos(vertex);
@@ -82,7 +84,7 @@ inline float4 calculateLocalPos(float4 vertex)
 
 inline half3 calculateWorldNormal(float3 normal)
 {
-#if defined(USE_LWRP)
+#if defined(USE_LWRP) || defined(USE_URP)
 	return TransformObjectToWorldNormal(normal);
 #else
 	return UnityObjectToWorldNormal(normal);
@@ -106,7 +108,7 @@ half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
 		half3 normal;
 		normal.xy = (packednormal.wy * 2 - 1);
 		// Note: we allow scaled normals in LWRP since we might be using fewer instructions.
-		#if (SHADER_TARGET >= 30) || defined(USE_LWRP)
+		#if (SHADER_TARGET >= 30) || defined(USE_LWRP) || defined(USE_URP)
 			// SM2.0: instruction count limitation
 			// SM2.0: normal scaler is not supported
 			normal.xy *= bumpScale;
@@ -114,12 +116,12 @@ half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
 		normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
 		return normal;
 	#endif
-}		
+}
 
 
 inline half3 calculateWorldTangent(float4 tangent)
 {
-#if defined(USE_LWRP)
+#if defined(USE_LWRP) || defined(USE_URP)
 	return TransformObjectToWorldDir(tangent.xyz);
 #else
 	return UnityObjectToWorldDir(tangent);
@@ -171,7 +173,7 @@ inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed4 color) : SV_Tar
 #elif defined(_ADDITIVEBLEND_SOFT)
 	//Additive soft
 	finalPixel.rgb *= finalPixel.a;
-#else 
+#else
 	//Opaque
 	finalPixel.a = 1;
 #endif
@@ -194,7 +196,7 @@ inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
 inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
 {
 	fixed4 finalPixel;
-	
+
 #if defined(_ALPHABLEND_ON)	|| defined(_MULTIPLYBLEND)	|| defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
 	//Normal Alpha, Additive and Multiply modes
 	finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
@@ -208,14 +210,14 @@ inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3
 	finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
 	finalPixel.a = 1.0;
 #endif
-	
+
 	return finalPixel;
 }
 
 inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
 {
 	fixed4 finalPixel;
-	
+
 #if defined(_ALPHABLEND_ON)	|| defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
 	//Normal Alpha, Additive and Multiply modes
 	finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
@@ -225,7 +227,7 @@ inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : S
 	finalPixel.rgb = texureColor.rgb * lighting;
 	finalPixel.a = 1.0;
 #endif
-	
+
 	return finalPixel;
 }
 
@@ -245,7 +247,7 @@ inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
 // Alpha Clipping
 //
 
-#if defined(_ALPHA_CLIP) 
+#if defined(_ALPHA_CLIP)
 
 uniform fixed _Cutoff;
 
@@ -286,7 +288,7 @@ float3 rgb2hsv(float3 c)
   return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
 }
 
-float3 hsv2rgb(float3 c) 
+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);
@@ -297,13 +299,13 @@ float3 hsv2rgb(float3 c)
 inline fixed4 adjustColor(fixed4 color)
 {
 	float3 hsv = rgb2hsv(color.rgb);
-	
-	hsv.x += _Hue; 
-	hsv.y *= _Saturation; 
+
+	hsv.x += _Hue;
+	hsv.y *= _Saturation;
 	hsv.z *= _Brightness;
-	
+
 	color.rgb = hsv2rgb(hsv);
-	
+
 	return color;
 }
 
@@ -323,7 +325,7 @@ inline fixed4 adjustColor(fixed4 color)
 
 #if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
 
-inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP) 
+inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
 {
 #if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
 	//In additive mode blend from clear to black based on luminance
@@ -344,22 +346,22 @@ inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
 	//In opaque mode just return fog color;
 	fixed4 fogColor = unity_FogColor;
 #endif
-	
-	#if defined(USE_LWRP)
+
+	#if defined(USE_LWRP) || defined(USE_URP)
 	pixel.rgb = MixFogColor(pixel.rgb, fogColor.rgb, fogCoordOrFactorAtLWRP);
 	#else
 	UNITY_APPLY_FOG_COLOR(fogCoordOrFactorAtLWRP, pixel, fogColor);
 	#endif
-	
+
 	return pixel;
 }
 
 #define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
 #define APPLY_FOG_LWRP(pixel, fogFactor) pixel = applyFog(pixel, fogFactor);
-	
+
 #define APPLY_FOG_ADDITIVE(pixel, input) \
 	UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
-	
+
 #else
 
 #define APPLY_FOG(pixel, input)
@@ -392,7 +394,7 @@ inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
 inline fixed4 calculateTexturePixel(float2 texcoord)
 {
 	fixed4 pixel;
-	
+
 #if _TEXTURE_BLEND
 	pixel = calculateBlendedTexturePixel(texcoord);
 #else
@@ -418,4 +420,4 @@ inline float2 calculateTextureCoord(float4 texcoord)
 	return TRANSFORM_TEX(texcoord, _MainTex);
 }
 
-#endif // SHADER_SHARED_INCLUDED
+#endif // SHADER_SHARED_INCLUDED

+ 8 - 0
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TEMPAT SAMPAH
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TEMPAT SAMPAH
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TEMPAT SAMPAH
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TEMPAT SAMPAH
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+ 103 - 0
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File diff ditekan karena terlalu besar
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TEMPAT SAMPAH
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+ 91 - 0
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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-emission.png


+ 91 - 0
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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-normals.png


+ 103 - 0
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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/2D/Spine Skeletons/StretchymanURP/stretchyman-rim-mask.png


+ 91 - 0
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File diff ditekan karena terlalu besar
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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-emission.png


+ 145 - 0
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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman-normals.png


+ 145 - 0
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+ 7 - 0
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File diff ditekan karena terlalu besar
+ 510 - 0
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.json


+ 7 - 0
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.json.meta

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TEMPAT SAMPAH
spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Examples/3D/Spine Skeletons/StretchymanURP/stretchyman.png


+ 151 - 0
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spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/LICENSE.md

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+# Spine Runtimes License Agreement
+Last updated May 1, 2019. Replaces all prior versions.
+
+Copyright (c) 2013-2019, 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.
+
+THIS SOFTWARE IS 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 THIS SOFTWARE,
+EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-NormalsPass-URP-2D.hlsl

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+#ifndef SPRITE_NORMALS_PASS_URP_INCLUDED
+#define SPRITE_NORMALS_PASS_URP_INCLUDED
+
+#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
+
+#include "../Include/SpineCoreShaders/ShaderShared.cginc"
+#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
+
+struct Varyings
+{
+	float4  positionCS		: SV_POSITION;
+	float4  color			: COLOR;
+	float2	uv				: TEXCOORD0;
+	float3  normalWS		: TEXCOORD1;
+	float3  tangentWS		: TEXCOORD2;
+	float3  bitangentWS		: TEXCOORD3;
+};
+
+SAMPLER(sampler_BumpMap);
+float4 _BumpMap_ST;
+
+Varyings NormalsRenderingVertex(VertexInput attributes)
+{
+	Varyings o = (Varyings)0;
+
+	o.positionCS = calculateLocalPos(attributes.vertex);
+	o.uv = attributes.texcoord.xy;
+	o.color = attributes.color;
+	o.normalWS = TransformObjectToWorldDir(float3(0, 0, -1));
+
+	float3 positionWS = TransformObjectToWorld(attributes.vertex.xyz);
+
+	float backFaceSign = 1;
+#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
+	backFaceSign = calculateBackfacingSign(positionWS.xyz);
+#endif
+
+	half3 normalWS = calculateSpriteWorldNormal(attributes, -backFaceSign);
+	o.normalWS.xyz = normalWS;
+
+#if defined(_NORMALMAP)
+	o.tangentWS.xyz = calculateWorldTangent(attributes.tangent);
+	o.bitangentWS.xyz = calculateSpriteWorldBinormal(attributes, o.normalWS.xyz, o.tangentWS.xyz, backFaceSign);
+#endif
+	return o;
+}
+
+#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
+half4 NormalsRenderingFragment(Varyings i) : SV_Target
+{
+	half4 mainTex = i.color * tex2D(_MainTex, i.uv);
+
+#if defined(_NORMALMAP)
+	half3 normalWS = calculateNormalFromBumpMap(i.uv.xy, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
+#else
+	half3 normalWS = i.normalWS.xyz;
+#endif
+
+	half3 normalVS = TransformWorldToViewDir(normalWS);
+	float4 normalColor;
+	normalColor.rgb = 0.5 * ((normalVS) + 1);
+	normalColor.a = mainTex.a;
+	return normalColor;
+}
+
+#endif

+ 9 - 0
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spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/2D/Include/Spine-Sprite-StandardPass-URP-2D.hlsl

@@ -0,0 +1,112 @@
+#ifndef SPRITE_STANDARD_PASS_URP_INCLUDED
+#define SPRITE_STANDARD_PASS_URP_INCLUDED
+
+#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
+
+#include "../Include/SpineCoreShaders/ShaderShared.cginc"
+#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
+
+#if USE_SHAPE_LIGHT_TYPE_0
+SHAPE_LIGHT(0)
+#endif
+
+#if USE_SHAPE_LIGHT_TYPE_1
+SHAPE_LIGHT(1)
+#endif
+
+#if USE_SHAPE_LIGHT_TYPE_2
+SHAPE_LIGHT(2)
+#endif
+
+#if USE_SHAPE_LIGHT_TYPE_3
+SHAPE_LIGHT(3)
+#endif
+
+TEXTURE2D(_MaskTex);
+SAMPLER(sampler_MaskTex);
+
+struct VertexOutputSpriteURP2D
+{
+	float4 pos : SV_POSITION;
+	fixed4 vertexColor : COLOR;
+	float3 texcoord : TEXCOORD0;
+	float2 lightingUV : TEXCOORD1;
+
+	half3 viewDirectionWS : TEXCOORD2;
+
+#if defined(_NORMALMAP)
+	half4 normalWorld : TEXCOORD4;
+	half4 tangentWorld : TEXCOORD5;
+	half4 binormalWorld : TEXCOORD6;
+#else
+	half3 normalWorld : TEXCOORD4;
+#endif
+#if defined(_RIM_LIGHTING)
+	float4 positionWS : TEXCOORD8;
+#endif
+};
+
+VertexOutputSpriteURP2D CombinedShapeLightVertex(VertexInput input)
+{
+	VertexOutputSpriteURP2D output = (VertexOutputSpriteURP2D)0;
+
+	UNITY_SETUP_INSTANCE_ID(input);
+
+	output.pos = calculateLocalPos(input.vertex);
+	float4 clipVertex = output.pos / output.pos.w;
+	output.lightingUV = ComputeScreenPos(clipVertex).xy;
+
+	output.vertexColor = calculateVertexColor(input.color);
+	output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
+
+	float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
+
+	float backFaceSign = 1;
+#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
+	backFaceSign = calculateBackfacingSign(positionWS.xyz);
+#endif
+	output.viewDirectionWS = GetCameraPositionWS() - positionWS;
+
+#if defined(_RIM_LIGHTING)
+	output.positionWS = float4(positionWS, 1);
+#endif
+	half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
+	output.normalWorld.xyz = normalWS;
+
+#if defined(_RIM_LIGHTING)
+	#if defined(_NORMALMAP)
+	output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
+	output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
+	#endif
+#endif
+	return output;
+}
+
+#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
+
+half4 CombinedShapeLightFragment(VertexOutputSpriteURP2D input) : SV_Target
+{
+	fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
+	ALPHA_CLIP(texureColor, input.vertexColor)
+	texureColor *= input.vertexColor;
+
+	half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, input.texcoord.xy);
+	half4 pixel = CombinedShapeLightShared(texureColor, mask, input.lightingUV);
+
+#if defined(_RIM_LIGHTING)
+	#if defined(_NORMALMAP)
+	half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
+	#else
+	half3 normalWS = input.normalWorld.xyz;
+	#endif
+
+	pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
+#endif
+
+	APPLY_EMISSION(pixel.rgb, input.texcoord)
+
+	COLORISE(pixel)
+	return pixel;
+}
+
+#endif

+ 9 - 0
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Beberapa file tidak ditampilkan karena terlalu banyak file yang berubah dalam diff ini