// Outline shader variant of "Spine/Skeleton Lit ZWrite" Shader "Spine/Outline/Skeleton Lit ZWrite" { Properties { _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1 _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", 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" } LOD 100 Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } UsePass "Spine/Outline/Skeleton/OUTLINE" UsePass "Spine/Skeleton Lit ZWrite/NORMAL" UsePass "Spine/Skeleton Lit ZWrite/CASTER" } FallBack "Spine/Skeleton Lit ZWrite" CustomEditor "SpineShaderWithOutlineGUI" }