Shader "Spine/Outline/OutlineOnly-ZWrite" { Properties { _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1 _ZWriteOffset ("Depth offset", Range(0,1)) = 0.01 [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [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" "PreviewType"="Plane" } Fog { Mode Off } Cull Off ZWrite Off Blend One OneMinusSrcAlpha Lighting Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "DepthOnly" ZWrite On ColorMask 0 Cull Off CGPROGRAM #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #include "../CGIncludes/Spine-DepthOnlyPass.cginc" ENDCG } Pass { Name "Outline" CGPROGRAM #pragma vertex vertOutline #pragma fragment fragOutline #pragma shader_feature _ _USE8NEIGHBOURHOOD_ON #include "CGIncludes/Spine-Outline-Pass.cginc" ENDCG } } FallBack "Spine/Skeleton" CustomEditor "SpineShaderWithOutlineGUI" }