Super Knight : Enter the Dungeon
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3.4 KiB

// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, ZWrite
Shader "Spine/Skeleton Lit ZWrite Bill" {
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
_ScaleX("Scale X", Float) = 1.0
_ScaleY("Scale Y", Float) = 1.0
}
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 vertBill
#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
}
//Pass {
// CGPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// // User-specified uniforms
// uniform sampler2D _MainTex;
// uniform float _ScaleX;
// uniform float _ScaleY;
// struct vertexInput {
// float4 vertex : POSITION;
// float4 tex : TEXCOORD0;
// };
// struct vertexOutput {
// float4 pos : SV_POSITION;
// float4 tex : TEXCOORD0;
// };
// vertexOutput vert(vertexInput input)
// {
// vertexOutput output;
// output.pos = mul(UNITY_MATRIX_P,
// 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));
// output.tex = input.tex;
// return output;
// }
// float4 frag(vertexOutput input) : COLOR
// {
// return tex2D(_MainTex, float2(input.tex.xy));
// }
// ENDCG
//}
}
CustomEditor "SpineShaderWithOutlineGUI"
}