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- // Spine/Skeleton Tint
- // - Two color tint
- // - unlit
- // - Premultiplied alpha blending (Optional straight alpha input)
- // - No depth, no backface culling, no fog.
- Shader "Spine/Skeleton Tint" {
- Properties {
- _Color ("Tint Color", Color) = (1,1,1,1)
- _Black ("Dark Color", Color) = (0,0,0,0)
- [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
- _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
- [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", 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 "Normal"
- CGPROGRAM
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _Color;
- float4 _Black;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
- return o;
- }
- #include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
- float4 frag (VertexOutput i) : SV_Target {
- float4 texColor = tex2D(_MainTex, i.uv);
- return fragTintedColor(texColor, _Black.rgb, i.vertexColor, _Color.a, _Black.a);
- }
- ENDCG
- }
- Pass {
- Name "Caster"
- Tags { "LightMode"="ShadowCaster" }
- Offset 1, 1
- ZWrite On
- ZTest LEqual
- Fog { Mode Off }
- Cull Off
- Lighting Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_shadowcaster
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed _Cutoff;
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float4 uvAndAlpha : TEXCOORD1;
- };
- VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
- VertexOutput o;
- o.uvAndAlpha = v.texcoord;
- o.uvAndAlpha.a = vertexColor.a;
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag (VertexOutput i) : SV_Target {
- fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
- clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- CustomEditor "SpineShaderWithOutlineGUI"
- }
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