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- Shader "Spine/Outline/OutlineOnly-ZWrite" {
- Properties {
- _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
- _ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
- [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", 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" "PreviewType"="Plane" }
- Fog { Mode Off }
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Lighting Off
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass
- {
- Name "DepthOnly"
- ZWrite On
- ColorMask 0
- Cull Off
- CGPROGRAM
- #pragma vertex DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- #include "../CGIncludes/Spine-DepthOnlyPass.cginc"
- ENDCG
- }
- Pass {
- Name "Outline"
- CGPROGRAM
- #pragma vertex vertOutline
- #pragma fragment fragOutline
- #pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
- #include "CGIncludes/Spine-Outline-Pass.cginc"
- ENDCG
- }
- }
- FallBack "Spine/Skeleton"
- CustomEditor "SpineShaderWithOutlineGUI"
- }
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