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129 lines
3.4 KiB
129 lines
3.4 KiB
// - Vertex Lit + ShadowCaster |
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// - Premultiplied Alpha Blending (Optional straight alpha input) |
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// - Double-sided, ZWrite |
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Shader "Spine/Skeleton Lit ZWrite Bill" { |
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Properties { |
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1 |
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 |
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} |
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 |
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0 |
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 |
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default |
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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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_ScaleX("Scale X", Float) = 1.0 |
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_ScaleY("Scale Y", Float) = 1.0 |
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} |
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SubShader { |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } |
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LOD 100 |
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Stencil { |
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Ref[_StencilRef] |
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Comp[_StencilComp] |
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Pass Keep |
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} |
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Pass { |
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Name "Normal" |
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Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" } |
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ZWrite On |
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Cull Off |
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Blend One OneMinusSrcAlpha |
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CGPROGRAM |
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT |
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING |
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//#pragma vertex vertBill |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#define _ALPHA_CLIP |
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#pragma multi_compile __ POINT SPOT |
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#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc" |
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ENDCG |
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} |
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Pass { |
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Name "Caster" |
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Tags { "LightMode"="ShadowCaster" } |
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Offset 1, 1 |
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Fog { Mode Off } |
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ZWrite On |
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ZTest LEqual |
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Cull Off |
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Lighting Off |
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CGPROGRAM |
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#pragma vertex vertShadow |
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#pragma fragment fragShadow |
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#pragma multi_compile_shadowcaster |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#define SHADOW_CUTOFF _ShadowAlphaCutoff |
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#include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc" |
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ENDCG |
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} |
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//Pass { |
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// CGPROGRAM |
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// #pragma vertex vert |
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// #pragma fragment frag |
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// // User-specified uniforms |
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// uniform sampler2D _MainTex; |
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// uniform float _ScaleX; |
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// uniform float _ScaleY; |
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// struct vertexInput { |
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// float4 vertex : POSITION; |
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// float4 tex : TEXCOORD0; |
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// }; |
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// struct vertexOutput { |
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// float4 pos : SV_POSITION; |
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// float4 tex : TEXCOORD0; |
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// }; |
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// vertexOutput vert(vertexInput input) |
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// { |
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// vertexOutput output; |
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// output.pos = mul(UNITY_MATRIX_P, |
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// mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(input.vertex.x, input.vertex.y, 0.0, 0.0) * float4(_ScaleX, _ScaleY, 1.0, 1.0)); |
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// output.tex = input.tex; |
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// return output; |
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// } |
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// float4 frag(vertexOutput input) : COLOR |
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// { |
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// return tex2D(_MainTex, float2(input.tex.xy)); |
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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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