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- // Spine/Skeleton PMA Screen
- // - single color multiply tint
- // - unlit
- // - Premultiplied alpha Multiply blending
- // - No depth, no backface culling, no fog.
- // - ShadowCaster pass
- Shader "Spine/Blend Modes/Skeleton PMA Screen" {
- Properties {
- _Color ("Tint Color", Color) = (1,1,1,1)
- [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
- _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
- [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
- Fog { Mode Off }
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcColor
- Lighting Off
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass {
- Name "Normal"
- CGPROGRAM
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- uniform sampler2D _MainTex;
- uniform float4 _Color;
- 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;
- }
- float4 frag (VertexOutput i) : SV_Target {
- float4 texColor = tex2D(_MainTex, i.uv);
- #if defined(_STRAIGHT_ALPHA_INPUT)
- texColor.rgb *= texColor.a;
- #endif
- return (texColor * i.vertexColor);
- }
- ENDCG
- }
- Pass {
- Name "Caster"
- Tags { "LightMode"="ShadowCaster" }
- Offset 1, 1
- ZWrite On
- ZTest LEqual
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_shadowcaster
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- struct v2f {
- V2F_SHADOW_CASTER;
- float4 uvAndAlpha : TEXCOORD1;
- };
- uniform float4 _MainTex_ST;
- v2f vert (appdata_base v, float4 vertexColor : COLOR) {
- v2f o;
- TRANSFER_SHADOW_CASTER(o)
- o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.uvAndAlpha.z = 0;
- o.uvAndAlpha.a = vertexColor.a;
- return o;
- }
- uniform sampler2D _MainTex;
- uniform fixed _Cutoff;
- float4 frag (v2f 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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