// Spine/Skeleton PMA Screen // - single color multiply tint // - unlit // - Premultiplied alpha Multiply blending // - No depth, no backface culling, no fog. // - ShadowCaster pass Shader "Spine/Blend Modes/Skeleton PMA Screen" { 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 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default // Outline properties are drawn via custom editor. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 } SubShader { Tags { "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 { Name "Normal" CGPROGRAM #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _Color; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. return o; } float4 frag (VertexOutput i) : SV_Target { float4 texColor = tex2D(_MainTex, i.uv); #if defined(_STRAIGHT_ALPHA_INPUT) texColor.rgb *= texColor.a; #endif return (texColor * i.vertexColor); } ENDCG } Pass { Name "Caster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 ZWrite On ZTest LEqual CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { V2F_SHADOW_CASTER; float4 uvAndAlpha : TEXCOORD1; }; uniform float4 _MainTex_ST; v2f vert (appdata_base v, float4 vertexColor : COLOR) { v2f o; TRANSFER_SHADOW_CASTER(o) o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex); o.uvAndAlpha.z = 0; o.uvAndAlpha.a = vertexColor.a; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; float4 frag (v2f i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy); clip(texcol.a * i.uvAndAlpha.a - _Cutoff); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } CustomEditor "SpineShaderWithOutlineGUI" }