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- // This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
- Shader "Spine/SkeletonGraphic Tint Black"
- {
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
- [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
- _Color ("Tint Color", Color) = (1,1,1,1)
- _Black ("Dark Color", Color) = (0,0,0,0)
- [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
- [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
- [HideInInspector] _Stencil ("Stencil ID", Float) = 0
- [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
- [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
- [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
- [HideInInspector] _ColorMask ("Color Mask", Float) = 15
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- // 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"
- "PreviewType"="Plane"
- "CanUseSpriteAtlas"="True"
- }
- Stencil
- {
- Ref [_Stencil]
- Comp [_StencilComp]
- Pass [_StencilOp]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Fog { Mode Off }
- Blend One OneMinusSrcAlpha
- ColorMask [_ColorMask]
- Pass
- {
- Name "Normal"
- CGPROGRAM
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
- #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
- struct VertexInput {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 darkColor : TEXCOORD1;
- float4 worldPosition : TEXCOORD2;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- fixed4 _Color;
- fixed4 _Black;
- fixed4 _TextureSampleAdd;
- float4 _ClipRect;
- VertexOutput vert (VertexInput IN) {
- VertexOutput OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- OUT.worldPosition = IN.vertex;
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
- OUT.texcoord = IN.texcoord;
- OUT.color = IN.color;
- OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
- return OUT;
- }
- sampler2D _MainTex;
- #include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
- fixed4 frag (VertexOutput IN) : SV_Target
- {
- half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
- texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
- #ifdef UNITY_UI_ALPHACLIP
- clip(texColor.a - 0.001);
- #endif
- float4 vertexColor = IN.color * float4(_Color.rgb * _Color.a, _Color.a);
- #ifdef _CANVAS_GROUP_COMPATIBLE
- // CanvasGroup alpha multiplies existing vertex color alpha, but
- // does not premultiply it to rgb components. This causes problems
- // with additive blending (alpha = 0), which is why we store the
- // alpha value in uv2.g (darkColor.a).
- float originalAlpha = IN.darkColor.a;
- float canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha;
- vertexColor.a = originalAlpha * _Color.a;
- #endif
- float4 fragColor = fragTintedColor(texColor, _Black.rgb + IN.darkColor, vertexColor, _Color.a, _Black.a);
- #ifdef _CANVAS_GROUP_COMPATIBLE
- fragColor.rgba *= canvasAlpha;
- #endif
- return fragColor;
- }
- ENDCG
- }
- }
- CustomEditor "SpineShaderWithOutlineGUI"
- }
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