// Spine/Skeleton Tint Black // - Two color tint // - UV2 and UV3 as Black Tint color. // - Final black tint is (UV black data and _Black/"Black Point") // - unlit // - Premultiplied alpha blending (optional straight alpha input) // - No depth, no backface culling, no fog. Shader "Spine/Skeleton Tint Black" { Properties { _Color ("Tint Color", Color) = (1,1,1,1) _Black ("Dark Color", Color) = (0,0,0,0) [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", 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 Fog { Mode Off } Cull Off ZWrite Off Blend One OneMinusSrcAlpha Lighting Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "Normal" CGPROGRAM #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _Color; float4 _Black; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 darkColor : TEXCOORD1; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o; o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' o.uv = v.uv; o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. o.darkColor = float3(v.uv1.r, v.uv1.g, v.uv2.r); return o; } #include "CGIncludes/Spine-Skeleton-Tint-Common.cginc" float4 frag (VertexOutput i) : SV_Target { float4 texColor = tex2D(_MainTex, i.uv); return fragTintedColor(texColor, _Black.rgb + i.darkColor, i.vertexColor, _Color.a, _Black.a); } 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" sampler2D _MainTex; fixed _Cutoff; struct v2f { V2F_SHADOW_CASTER; float4 uvAndAlpha : TEXCOORD1; }; v2f vert (appdata_base v, float4 vertexColor : COLOR) { v2f o; TRANSFER_SHADOW_CASTER(o) o.uvAndAlpha = v.texcoord; o.uvAndAlpha.a = vertexColor.a; return o; } 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" }