• Runtimes
  • Unity: Shader with Normals + Shadows

Hello!

So I'm by no mean a shader coder, but I've been hacking around the last few days trying to get working a shader for Spine sprites in Unity that can properly use normal maps and cast shadows.
The current committed shader for the Unity runtime does lightning decently (albeit with the limitations of vertex lit shaders), but shadow casting is still finicky (in my attempts at least) and Nate hasn't got around enabling normal maps on it.

Before getting into shadows, I've been trying to fix the normal maps issue first cause It's a feature I'm needing more urgently for my game.
I have achieved two results that get me halfway through :/
I've done this tests using the Goblin example included in the Unity runtime

Normal V1:
http://www.youtube.com/watch?v=lP-NJbHt7B0&feature=youtu.be
As you can see, the normal effect looks really cool when moving the light around, however, I'm having that "blending" issue with the Sprites of the character, similar to the one reported in this thread http://www.esotericsoftware.com/forum/v ... 0&start=25
I tried to follow the suggestions given there but unfortunately they are not helping and some of them Nate already implemented, such as the ZSpacing variable in SkeletonComponent.cs. So this is not the cause.

Here's the code for this shader:

Shader "Transparent/Bumped Diffuse with Shadow" {
Properties {
	_Color ("Main Color", Color) = (1,1,1,1)
	_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
	_BumpMap ("Normalmap", 2D) = "bump" {}
	_Cutoff("Cutoff", Float) = 0.01
}

SubShader {
	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutOut" }
	LOD 300

	CGPROGRAM
#pragma surface surf Lambert alpha vertex:vert addshadow alphatest:_Cutoff
		#pragma multi_compile DUMMY PIXELSNAP_ON 


sampler2D _MainTex;
sampler2D _BumpMap;
fixed4 _Color;

struct Input {
	float2 uv_MainTex;
	float2 uv_BumpMap;
	fixed4 color; 
};

void vert (inout appdata_full v, out Input o)
		{
			#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
			v.vertex = UnityPixelSnap (v.vertex);
			#endif
			v.normal = float3(0,0,-1);
			v.tangent =  float4(1, 0, 0, 1);
			
		UNITY_INITIALIZE_OUTPUT(Input, o);
		o.color = _Color;
	}
void surf (Input IN, inout SurfaceOutput o) {
	fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
	o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
	o.Albedo = c.rgb;
	o.Alpha = c.a;
}
ENDCG
}

Fallback "Transparent/Cutout/Diffuse"
}

Normal V2:
http://youtu.be/HjrRrImY_Ww
This shader I put together with bits and pieces around, and the real intention was to get shadows working on Ortographic rendering through forward lighting. Shadow casting it's possible with this one, although not showed in this particular video. I'll keep you updated on that later.
With this shader there's no blending but, although it can take normals, they are not working as intended with lighting. Something related to how tangent is working on it. The key from the previous shader to solve this seems to be this part:

void vert (inout appdata_full v, out Input o)
{
#if defined(PIXELSNAP_ON) && !defined(SHADER_API_FLASH)
v.vertex = UnityPixelSnap (v.vertex);
#endif
v.normal = float3(0,0,-1);
v.tangent = float4(1, 0, 0, 1);

UNITY_INITIALIZE_OUTPUT(Input, o);
o.color = _Color;
}

But I don't know how to implement it on V2 shader's code, below:

Shader "Spine/Skeleton Lit" {

Properties {

	_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
    _Color ("Main Color", Color) = (1,1,1,1)

    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)

    _Shininess ("Shininess", Range (0.03, 1)) = 0.078125

    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}

    _BumpMap ("Normalmap", 2D) = "bump" {}

}




SubShader {

    Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" }
    LOD 300
	Cull Off
	ZWrite Off
	Blend One OneMinusSrcAlpha
	Lighting Off
 

    Pass {

        Tags {"LightMode" = "ForwardBase"}                      // This Pass tag is important or Unity may not give it the correct light information.

        CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag

           #pragma multi_compile_fwdadd_fullshadows                        // This line tells Unity to compile this pass for forward base.

            #pragma fragmentoption ARB_fog_exp2

            #pragma fragmentoption ARB_precision_hint_fastest

            #pragma target 3.0

            

            #include "UnityCG.cginc"

            #include "AutoLight.cginc"

            

            struct v2f

            {

                float4  pos         : SV_POSITION;

                float2  uv          : TEXCOORD0;

                float3  viewDir     : TEXCOORD1;

                float3  lightDir    : TEXCOORD2;

                LIGHTING_COORDS(3,4)                            // Macro to send shadow & attenuation to the vertex shader.

            };

 

            v2f vert (appdata_tan v)

            {

                v2f o;

                

                o.pos = mul( UNITY_MATRIX_MVP, v.vertex);

                o.uv = v.texcoord.xy;

                TANGENT_SPACE_ROTATION;                         // Macro for unity to build the Object>Tangent rotation matrix "rotation".

                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex));

                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));

 

                TRANSFER_VERTEX_TO_FRAGMENT(o);                 // Macro to send shadow & attenuation to the fragment shader.

                return o;

            }

 

            sampler2D _MainTex;

            sampler2D _BumpMap;

            fixed4 _Color;

            half _Shininess;

 

            fixed4 _SpecColor;

            fixed4 _LightColor0; // Colour of the light used in this pass.

             fixed _Cutoff;


            fixed4 frag(v2f i) : COLOR

            {
            
                     float3 lightColor = _LightColor0.rgb;


                i.viewDir = normalize(i.viewDir);

                i.lightDir = normalize(i.lightDir);

                

                fixed atten = LIGHT_ATTENUATION(i); // Macro to get you the combined shadow & attenuation value.

 

                fixed4 tex = tex2D(_MainTex, i.uv);

                fixed gloss = tex.a;

                tex *= _Color;

                fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv));



                half3 h = normalize(i.lightDir + i.viewDir);

                

                fixed diff = saturate(dot(normal, i.lightDir));

                

                float nh = saturate(dot (normal, h));

                float spec = pow(nh, _Shininess * 128.0) * gloss;

                

                fixed4 c;


                c.rgb = UNITY_LIGHTMODEL_AMBIENT.rgb * 2 * tex.rgb;         // Ambient term. Only do this in Forward Base. It only needs calculating once.

                c.rgb += (tex.rgb * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten * 2); // Diffuse and specular.

                c.a = tex.a + _LightColor0.a * _SpecColor.a * spec * atten;

                return c;

            }

        ENDCG

    }

 

    Pass {

        Tags {"LightMode" = "ForwardAdd" "Queue" = "Transparent" "RenderType" = "Transparent" "IgnoreProjector"="True" }                       // Again, this pass tag is important otherwise Unity may not give the correct light information.

        Blend One OneMinusSrcAlpha                                        // Additively blend this pass with the previous one(s). This pass gets run once per pixel light.

        CGPROGRAM

            #pragma vertex vert

            #pragma fragment frag

       // #pragma multi_compile_fwdadd                        // This line tells Unity to compile this pass for forward add, giving attenuation information for the light.

            #pragma multi_compile_fwdadd_fullshadows                      // This line tells Unity to compile this pass for forward add and give shadow information as well as attenuation. Swap this line for the one above if you want forward add with shadows.

            #pragma fragmentoption ARB_fog_exp2

            #pragma fragmentoption ARB_precision_hint_fastest

            #pragma target 3.0

            

            #include "UnityCG.cginc"

            #include "AutoLight.cginc"

            

            struct v2f

            {

                float4  pos         : SV_POSITION;

                float2  uv          : TEXCOORD0;

                float3  viewDir     : TEXCOORD1;

                float3  lightDir    : TEXCOORD2;

                LIGHTING_COORDS(3,4)                            // Macro to send shadow & attenuation to the vertex shader.

            };

 

            v2f vert (appdata_tan v)

            {

                v2f o;

                

                o.pos = mul( UNITY_MATRIX_MVP, v.vertex);

                o.uv = v.texcoord.xy;

                TANGENT_SPACE_ROTATION;                         // Macro for unity to build the Object>Tangent rotation matrix "rotation".

                o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex));

                o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex));

 

                TRANSFER_VERTEX_TO_FRAGMENT(o);                 // Macro to send shadow & attenuation to the fragment shader.

                return o;

            }

 

            sampler2D _MainTex;

            sampler2D _BumpMap;

            fixed4 _Color;

            half _Shininess;

 

            fixed4 _SpecColor;

            fixed4 _LightColor0; // Colour of the light used in this pass.

 

            fixed4 frag(v2f i) : COLOR

            {

                i.viewDir = normalize(i.viewDir);

                i.lightDir = normalize(i.lightDir);

                

                fixed atten = LIGHT_ATTENUATION(i); // Macro to get you the combined shadow & attenuation value.

 

                fixed4 tex = tex2D(_MainTex, i.uv);

                fixed gloss = tex.a;

                tex *= _Color;

                fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv));

 

                half3 h = normalize(i.lightDir + i.viewDir);

                

                fixed diff = saturate(dot(normal, i.lightDir));

                

                float nh = saturate(dot (normal, h));

                float spec = pow(nh, _Shininess * 128.0) * gloss;

                

                fixed4 c;

                c.rgb = (tex.rgb * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten * 2); // Diffuse and specular.

                c.a = tex.a + _LightColor0.a * _SpecColor.a * spec * atten;

                return c;

            }
            
            
        ENDCG

    }

}

FallBack "Transparent/Cutout/Diffuse"    // Use VertexLit's shadow caster/receiver passes.

}

Hopefully somebody can help me further with this and we can get this functioning for all the Unity/Spine users.

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  • تم التحرير

It's looking much better now, at least in Deferred lighting + Perspective. As soon as I switch to ortographic or forward, it messes up.
Also, there's still that noticeable "separation" from the Goblin's parts. But I'm not sure if I still should be looking into the shader or the SkeletonComponent to fix that.

http://www.youtube.com/watch?v=V9fQVHiAizE

Sorry I can't be of much help, I don't have a ton of shader experience either.

@wrongtarget: Could the separation in the parts have something to do with the 0.1m separation along the z-axis that bones are arranged on (according to draw order in the Spine editor)? Try changing SkeletonComponent.zSpacing to 0.0f and see what happens.

I just started this thread where I ask why zSpacing is set to 0.1f right now: viewtopic.php?f=7&t=2121
I'm curious to see if setting it to 0.0f breaks anything with your shader.

Disclaimer: I don't know the first thing about writing shaders. 🙂