Harald wroteThanks for reporting and sorry for the troubles. I have created an issue ticket here:
https://github.com/EsotericSoftware/spine-runtimes/issues/2173
We will let you know once the URP Forward+ renderer is supported by the Spine URP shaders.
Forward+
render path is supported by lit Spine URP shaders (Universal Render Pipeline/Spine/Sprite
andUniversal Render Pipeline/Spine/Skeleton Lit
) on both 4.1 and 4.2-beta branches.New 4.1 and 4.2-beta Spine URP Shaders UPM packages are available for download here as usual:
spine-unity Download.Please let us know if this fixes the issues on your end as well. Thanks again for reporting!
After some more testing I still am getting incorrect results.
The blue light isn't lighting anything on Forward+, see screenshot
Can you confirm this is working/not working on your end? I have tried with both 4.1 and 4.2 and still getting incorrect results unfortunately - Any help is appreciated
An additional problem,
When creating a new project with 2022.2.2f1 (unsure if this happens in others) and I try repro this using original steps, using Spine 4.1 or 4.2 I get shader compiler errors when using Forward+ and pink textures
Shader error in 'Universal Render Pipeline/Spine/Sprite': undeclared identifier '_AdditionalLightsDirectionalCount' at (1)/Packages/com.esotericsoftware.spine.urp-shaders-4.1-2019.1/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl(220) (on d3d11)
Compiling Subshader: 0, Pass: ForwardLit, Vertex program with _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_VERTEX_ONLY _EMISSION _FIXED_NORMALS_VIEWSPACE _FORWARD_PLUS _MAIN_LIGHT_SHADOWS _NORMALMAP _RECEIVE_SHADOWS_OFF
Platform defines: SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS
Disabled keywords: DIRLIGHTMAP_COMBINED FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON PIXELSNAP_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHA_CLIP _COLOR_ADJUST _DIFFUSE_RAMP _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE _FOG _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _LIGHT_AFFECTS_ADDITIVE _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _MIXED_LIGHTING_SUBTRACTIVE _MULTIPLYBLEND _MULTIPLYBLEND_X2 _OLD_HARD_RAMP _OLD_SOFT_RAMP _RIM_LIGHTING _SHADOWS_SOFT _SPECULAR _SPECULAR_GLOSSMAP _STRAIGHT_ALPHA_INPUT _TEXTURE_BLEND