To use a distortion shader effect with your Spine character in Unity's Universal Render Pipeline (URP), you need to ensure that the shader is compatible with the rendering pipeline and the type of object you are using. Here are some steps and considerations:
Shader Compatibility: Ensure that the distortion shader you found is compatible with URP. Since it works on a 3D quad, it suggests that the shader is designed for 3D objects.
Spine URP Shaders: Use the appropriate Spine URP shaders. For 3D rendering, you should use shaders from the URP Shaders Extension Package, such as Universal Render Pipeline/Spine/Skeleton Lit
. These shaders are designed to work with URP and can handle 3D lighting and effects.
Rendering Spine as 3D Object: To render a Spine skeleton as a 3D object, you can use the SkeletonAnimation
component with the appropriate URP shader. Ensure that you are using the 3D Forward Renderer and not the 2D Renderer.
Applying the Distortion Shader: If the distortion shader is designed for 3D objects, you might need to modify it to work with Spine's mesh. You can create a custom shader by combining the distortion effect with the Spine URP shader. This involves copying the vertex and fragment shader code from the distortion shader and integrating it into the Spine shader.
Shader Graph: If you are familiar with Unity's Shader Graph, you can create a custom shader that combines the distortion effect with the Spine shader. This approach allows you to visually design and tweak the shader to achieve the desired effect.
Example: Here is a basic outline of how you might modify a shader to include a distortion effect:
Shader "Custom/SpineDistortion"
{
Properties
{
// Define properties here
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 frag (v2f i) : SV_Target
{
// Apply distortion effect here
float2 uv = i.uv;
// Example distortion logic
uv += sin(uv.y * 10.0) * 0.1;
fixed4 col = tex2D(_MainTex, uv);
return col;
}
ENDCG
}
}
FallBack "Diffuse"
}
This is a simplified example. You would need to integrate the actual distortion logic from your shader and ensure it works with Spine's mesh structure.
By following these steps, you should be able to apply the distortion shader effect to your Spine character in Unity.