Spine-Skeleton-TintBlack-Outline.shader 1.7 KB

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  1. // Outline shader variant of "Spine/Skeleton Tint Black"
  2. Shader "Spine/Outline/Skeleton Tint Black" {
  3. Properties {
  4. _Color ("Tint Color", Color) = (1,1,1,1)
  5. _Black ("Black Point", Color) = (0,0,0,0)
  6. [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
  7. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  8. _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  9. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  10. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  11. // Outline properties are drawn via custom editor.
  12. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  13. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  14. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  15. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  16. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  17. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  18. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  19. }
  20. SubShader {
  21. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  22. LOD 100
  23. Fog { Mode Off }
  24. Cull Off
  25. ZWrite Off
  26. Blend One OneMinusSrcAlpha
  27. Lighting Off
  28. Stencil {
  29. Ref[_StencilRef]
  30. Comp[_StencilComp]
  31. Pass Keep
  32. }
  33. UsePass "Spine/Outline/Skeleton/OUTLINE"
  34. UsePass "Spine/Skeleton Tint Black/NORMAL"
  35. UsePass "Spine/Skeleton Tint Black/CASTER"
  36. }
  37. FallBack "Spine/Special/Skeleton Grayscale"
  38. CustomEditor "SpineShaderWithOutlineGUI"
  39. }