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- 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"
- }
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