See through effect
Harald
Wow, I really didn't see that coming, the shaders were not working because I had reverted to the 2D renderer and I was still trying to use the 3D shaders. Changed to the 2D ones and it displays right now. I'll continue from here.
Just one more question for now. Are there versions of the outline shaders for the URP/2D category?
I mean like this one:
@pixelmeat Very glad to hear you've found the issue!
pixelmeat Just one more question for now. Are there versions of the outline shaders for the URP/2D category?
It's a bit more complicated currently, unfortunately there is no single-shader version available yet. This is planned in this issue ticket:
EsotericSoftware/spine-runtimes1824
However in the meantime you can use e.g. the RenderExistingMesh
component and the Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly
shader as described here in the documentation.
You can find an outline URP example scene Outline Shaders URP.unity
in the Samples of the Spine URP Shaders UPM package (installed via Package Manager under the Samples tab), there you can see this setup in action.
pixelmeat How can I make the outline object be mask-interactive?
By mask-interactive
, do you mean the masks in the way of Inside-Mask
Outside-Mask
options of the Mask Interaction
parameter of SkeletonAnimation
? If so, that's the Stencil Comparison
parameter (_StencilComp
in the shader and in the Material properties under debug mode). Values are as follows (as names and parameter int-values):
- None - Inside and outside (Default):
Always
,8
- Inside:
LessEqual
,4
- Outside:
Greater
,5
The integer values for each comparison operation can also be found under UnityEngine.Rendering.CompareFunction
.
I have encountered a new problem now. My prototype is using custom axis sorting, so the scene sprites sort themselves using the Y axis instead of Z. All the characters and ground obstacles are in a sorting layer called onGround
, more specifically in position 0 inside that sorting layer.
Now that the outline object is working, I need it to render in position 1, inside the onGround
layer, so the "see through" silhouette will be visible when the character is behind an obstacle.
I've tried using the SortingGroup
component, as I think this has worked for me in the past. Is that the right way to force a mesh to sort using the sprite sorting system? It is not working for me right now.
What do you think I am doing wrong?
Thanks!!
I can't delete my last post, so please ignore it. My mask was not in the wrong place. The setup is working as intended.
OK! Now I have something really similar to what I was trying to do. The problem is... I don't know why it's working! hahaha
Here's the effect in action:
The thing I'm not getting is why the shader that I use for the "silhouette" is working correctly inside the masks.
These are the shader settings:
There's no info there about Stencil Comparison
, not even if I look in debug mode. So I don't know how is it working correctly with the Sprite Mask.
Here's the rest of the components I'm using to create the silhouette, based on the same components used in the outline method:
And that would be all for now, just looking for some enlightenment about why this is working before I happily move on
Thanks!
pixelmeat There's no info there about Stencil Comparison, not even if I look in debug mode. So I don't know how is it working correctly with the Sprite Mask.
Are you sure it's not there in debug mode, named _StencilComp
? If you are switching from a previous shader, the keywords are carried over.
Your game looks so cute BTW! 8)
Oh, I think I found it! Is this the property?
I was only looking under the "valid keywords" and "invalid keywords" not under "saved properties", my bad. Too many new things ^^
I see that the value is set to 4 which is exactly what I needed for the effect, although I don't know why is it set to this value or even if it was me who set it accidentally. Could I change this value somehow if I needed it?
I have a follow up question too. Would it be possible to have a simpler version of this shader that, instead of modifying the texture color via a screen blending effect and an input color, just changed the color value of the texture to the same input color? I'm not a coder, just a tinkerer, and almost had a heart attack when I opened the shader file in Visual Studio :_(
Anyway, thanks again for your help and your compliments Harald. The game is still in pre-production and I'm the game designer, so I'm exploring the possibilities of what we can do and what we can't. I'll make sure to keep posting some showcase bits, as the Spine community is always so kind and appreciative of the works of others.
pixelmeat I was only looking under the "valid keywords" and "invalid keywords" not under "saved properties", my bad. Too many new things ^^
Keywords are for switching between shader variants (active shader branches), properties are actual value paramters.
pixelmeat Could I change this value somehow if I needed it?
Yes, you see it right in front of you. You can click on the 4
and replace it with e.g. 5
.
We have just exposed the Stencil Comparison
parameter for all URP blend modes shaders (via this commit). These were indeed hidden as they don't use the same custom shader GUI code as built-in-RP blend modes shaders which exposes these properties. Thanks for reporting.
A new Spine URP Shaders UPM package is available for download:
https://esotericsoftware.com/spine-unity-download
Harald That's great! TY
I have a follow up question too. Would it be possible to have a simpler version of this shader that, instead of modifying the texture color via a screen blending effect and an input color, just changed the color value of the texture to the same input color? I'm not a coder, just a tinkerer, and almost had a heart attack when I opened the shader file in Visual Studio :_(
Any ideas on that? What I have in mind is a simple shader that paints the character in a constant color and has the stencil interaction property.
pixelmeat Would it be possible to have a simpler version of this shader that, instead of modifying the texture color via a screen blending effect and an input color, just changed the color value of the texture to the same input color?
What do you mean by the last half of the sentence "just changed the color value of the texture to the same input color"? Do you want to output just the tint color in additive blend mode?
In general you can quite easily modify existing shaders if you just need to output a constant color. You can create a copy of the .shader
file, and rename the name in the first line of the file to your desired name to be displayed in the Materials shader property.
Then you can change the line #pragma fragment frag
which defines the following method from the included file "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
to be used:
half4 frag(VertexOutput i) : SV_Target{
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_ZWRITE)
clip(texColor.a * i.color.a - _Cutoff);
#endif
#if defined(_TINT_BLACK_ON)
return fragTintedColor(texColor, i.darkColor, i.color, _Color.a, _Black.a);
#else
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.color);
#endif
}
Now you can replace the used fragment program function like this in the .shader
file:
#pragma fragment yourFunction
and below the include statement add your function:
#include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
half4 yourFunction(VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_ZWRITE)
clip(texColor.a * i.color.a - _Cutoff);
#endif
return float4(i.color.rgb, texColor.a * i.color.a);
}
Harald What do you mean by the last half of the sentence "just changed the color value of the texture to the same input color"? Do you want to output just the tint color in additive blend mode?
I'd like the shader to output a single color from an input, without any blending, just the input color and the alpha from the character texture. And the shader should have the stencil interaction property.
I'll try to implement your suggestion and see how far my skills get me
pixelmeat I'd like the shader to output a single color from an input, without any blending, just the input color and the alpha from the character texture. And the shader should have the stencil interaction property.
Yes, that's exactly what should be achieved by the modifications that I proposed above .
pixelmeat I'll try to implement your suggestion and see how far my skills get me
Great. If it does not work, please re-read my posting and perform everything litterally as described
.
Harald
I tried what you proposed. If I'm understanding correctly, by changing #pragma fragment frag
to #pragma fragment constantColorFrag
I'm telling the shader to use this new method to paint the image instead of the frag
method found in ../../Include/Spine-Skeleton-ForwardPass-URP.hlsl
, right?
Just to clarify, I understand that I am not supposed to make any changes to the Spine-Skeleton-ForwardPass-URP.hlsl
file.
So, my new shader now looks like this:
Shader "Universal Render Pipeline/2D/Spine/Blend Modes/Skeleton Constant" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
_Black(" Dark Color", Color) = (0,0,0,0)
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _TINT_BLACK_ON
#pragma vertex vert
#pragma fragment constantColorFrag
#undef LIGHTMAP_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#define APPLY_MATERIAL_TINT_COLOR
#include "../../Include/Spine-Input-URP.hlsl"
#include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
half4 constantColorFrag(VertexOutput i) : SV_Target
{
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_ZWRITE)
clip(texColor.a * i.color.a - _Cutoff);
#endif
return float4(i.color.rgb, texColor.a * i.color.a);
}
ENDHLSL
}
}
}
With this new shader, I'm getting these results:
The color is still performing some kind of additive effect and the clipping is not taking the alpha into account.
This is the current shader inspector config:
pixelmeat I tried what you proposed. If I'm understanding correctly, by changing #pragma fragment frag to #pragma fragment constantColorFrag I'm telling the shader to use this new method to paint the image instead of the frag method found in ../../Include/Spine-Skeleton-ForwardPass-URP.hlsl, right?
Yes.
pixelmeat Just to clarify, I understand that I am not supposed to make any changes to the Spine-Skeleton-ForwardPass-URP.hlsl file.
Yes. The included Spine-Skeleton-ForwardPass-URP.hlsl
file is shared with the original shader that you copied, you don't want to break the original shader.
The color is still performing some kind of additive effect
I thought you want to create a variant of Blend Modes/Skeleton Screen
where there is only a constant color instead of the texture color used?
If you want to use normal blending and not screen blend mode, you could either replace the line:
Blend One OneMinusSrcColor
with this:
Blend One OneMinusSrcAlpha
You then also should remove /Blend Modes
from the first line which defines the shader name and folder, as it's no blend-mode shader then. Alternatively you can also start from copying Spine-Skeleton-URP-2D.shader
and applying the previous changes there.
I just noticed I forgot to premultiply the resulting color, so please also replace:
return float4(i.color.rgb, texColor.a * i.color.a);
with the following:
return i.color * texColor.a;
@pixelmeat Very cool, glad to hear it worked out! Thanks for letting us know.