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- // - Vertex Lit + ShadowCaster
- // - Premultiplied Alpha Blending (Optional straight alpha input)
- // - Double-sided, ZWrite
- Shader "Spine/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
- }
- Pass {
- Name "Normal"
- Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
- ZWrite On
- Cull Off
- Blend One OneMinusSrcAlpha
- CGPROGRAM
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 2.0
- #define _ALPHA_CLIP
- #pragma multi_compile __ POINT SPOT
- #include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
- ENDCG
- }
- Pass {
- Name "Caster"
- Tags { "LightMode"="ShadowCaster" }
- Offset 1, 1
- Fog { Mode Off }
- ZWrite On
- ZTest LEqual
- Cull Off
- Lighting Off
- CGPROGRAM
- #pragma vertex vertShadow
- #pragma fragment fragShadow
- #pragma multi_compile_shadowcaster
- #pragma fragmentoption ARB_precision_hint_fastest
- #define SHADOW_CUTOFF _ShadowAlphaCutoff
- #include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
- ENDCG
- }
- }
- CustomEditor "SpineShaderWithOutlineGUI"
- }
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