Shader "Spine/Sprite/Unlit" { Properties { _MainTex ("Main Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 _ZWrite ("Depth Write", Float) = 0.0 _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0 _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _CustomRenderQueue ("Custom Render Queue", Float) = 0.0 _OverlayColor ("Overlay Color", Color) = (0,0,0,0) _Hue("Hue", Range(-0.5,0.5)) = 0.0 _Saturation("Saturation", Range(0,2)) = 1.0 _Brightness("Brightness", Range(0,2)) = 1.0 _BlendTex ("Blend Texture", 2D) = "white" {} _BlendAmount ("Blend", Range(0,1)) = 0.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0 [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" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } LOD 100 Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "Normal" Blend [_SrcBlend] [_DstBlend] Lighting Off ZWrite [_ZWrite] ZTest LEqual Cull [_Cull] Lighting Off CGPROGRAM #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ALPHA_CLIP #pragma shader_feature _TEXTURE_BLEND #pragma shader_feature _COLOR_ADJUST #pragma shader_feature _FOG #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #pragma vertex vert #pragma fragment frag #include "CGIncludes/SpriteUnlit.cginc" ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 Fog { Mode Off } ZWrite On ZTest LEqual Cull Off Lighting Off CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_shadowcaster #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #pragma vertex vert #pragma fragment frag #include "CGIncludes/SpriteShadows.cginc" ENDCG } } CustomEditor "SpineSpriteShaderGUI" }