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148 lines
4.6 KiB
148 lines
4.6 KiB
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking. |
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Shader "Spine/SkeletonGraphic Tint Black" |
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{ |
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Properties |
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{ |
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} |
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 |
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0 |
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_Color ("Tint Color", Color) = (1,1,1,1) |
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_Black ("Dark Color", Color) = (0,0,0,0) |
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[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 |
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 |
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0 |
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[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 |
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[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 |
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[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 |
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[HideInInspector] _ColorMask ("Color Mask", Float) = 15 |
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 |
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// Outline properties are drawn via custom editor. |
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 |
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) |
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 |
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 |
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 |
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 |
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 |
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} |
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SubShader |
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{ |
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Tags |
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{ |
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"Queue"="Transparent" |
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"IgnoreProjector"="True" |
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"RenderType"="Transparent" |
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"PreviewType"="Plane" |
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"CanUseSpriteAtlas"="True" |
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} |
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Stencil |
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{ |
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Ref [_Stencil] |
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Comp [_StencilComp] |
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Pass [_StencilOp] |
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ReadMask [_StencilReadMask] |
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WriteMask [_StencilWriteMask] |
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} |
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Cull Off |
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Lighting Off |
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ZWrite Off |
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ZTest [unity_GUIZTestMode] |
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Fog { Mode Off } |
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Blend One OneMinusSrcAlpha |
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ColorMask [_ColorMask] |
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Pass |
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{ |
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Name "Normal" |
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CGPROGRAM |
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT |
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#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE |
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#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "UnityUI.cginc" |
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#pragma multi_compile __ UNITY_UI_ALPHACLIP |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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float2 texcoord : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct VertexOutput { |
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float4 vertex : SV_POSITION; |
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fixed4 color : COLOR; |
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half2 texcoord : TEXCOORD0; |
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float4 darkColor : TEXCOORD1; |
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float4 worldPosition : TEXCOORD2; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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fixed4 _Color; |
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fixed4 _Black; |
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fixed4 _TextureSampleAdd; |
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float4 _ClipRect; |
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VertexOutput vert (VertexInput IN) { |
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VertexOutput OUT; |
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UNITY_SETUP_INSTANCE_ID(IN); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); |
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OUT.worldPosition = IN.vertex; |
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); |
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OUT.texcoord = IN.texcoord; |
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OUT.color = IN.color; |
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OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g); |
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return OUT; |
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} |
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sampler2D _MainTex; |
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#include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc" |
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fixed4 frag (VertexOutput IN) : SV_Target |
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{ |
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half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); |
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texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); |
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#ifdef UNITY_UI_ALPHACLIP |
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clip(texColor.a - 0.001); |
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#endif |
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float4 vertexColor = IN.color * float4(_Color.rgb * _Color.a, _Color.a); |
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#ifdef _CANVAS_GROUP_COMPATIBLE |
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// CanvasGroup alpha multiplies existing vertex color alpha, but |
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// does not premultiply it to rgb components. This causes problems |
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// with additive blending (alpha = 0), which is why we store the |
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// alpha value in uv2.g (darkColor.a). |
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float originalAlpha = IN.darkColor.a; |
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float canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha; |
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vertexColor.a = originalAlpha * _Color.a; |
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#endif |
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float4 fragColor = fragTintedColor(texColor, _Black.rgb + IN.darkColor, vertexColor, _Color.a, _Black.a); |
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#ifdef _CANVAS_GROUP_COMPATIBLE |
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fragColor.rgba *= canvasAlpha; |
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#endif |
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return fragColor; |
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} |
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ENDCG |
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} |
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} |
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CustomEditor "SpineShaderWithOutlineGUI" |
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}
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