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- // 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"
- }
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