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131 lines
3.8 KiB
131 lines
3.8 KiB
// Spine/Skeleton Tint Black |
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// - Two color tint |
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// - UV2 and UV3 as Black Tint color. |
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// - Final black tint is (UV black data and _Black/"Black Point") |
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// - unlit |
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// - Premultiplied alpha blending (optional straight alpha input) |
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// - No depth, no backface culling, no fog. |
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Shader "Spine/Skeleton Tint Black" { |
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Properties { |
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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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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {} |
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 |
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 |
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[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", 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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} |
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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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Fog { Mode Off } |
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Cull Off |
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ZWrite Off |
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Blend One OneMinusSrcAlpha |
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Lighting Off |
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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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CGPROGRAM |
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT |
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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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sampler2D _MainTex; |
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float4 _Color; |
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float4 _Black; |
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struct VertexInput { |
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float4 vertex : POSITION; |
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float2 uv : TEXCOORD0; |
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float2 uv1 : TEXCOORD1; |
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float2 uv2 : TEXCOORD2; |
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float4 vertexColor : COLOR; |
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}; |
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struct VertexOutput { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float3 darkColor : TEXCOORD1; |
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float4 vertexColor : COLOR; |
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}; |
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VertexOutput vert (VertexInput v) { |
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VertexOutput o; |
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o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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o.uv = v.uv; |
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o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. |
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o.darkColor = float3(v.uv1.r, v.uv1.g, v.uv2.r); |
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return o; |
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} |
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#include "CGIncludes/Spine-Skeleton-Tint-Common.cginc" |
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float4 frag (VertexOutput i) : SV_Target { |
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float4 texColor = tex2D(_MainTex, i.uv); |
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return fragTintedColor(texColor, _Black.rgb + i.darkColor, i.vertexColor, _Color.a, _Black.a); |
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} |
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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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ZWrite On |
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ZTest LEqual |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile_shadowcaster |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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fixed _Cutoff; |
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struct v2f { |
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V2F_SHADOW_CASTER; |
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float4 uvAndAlpha : TEXCOORD1; |
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}; |
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v2f vert (appdata_base v, float4 vertexColor : COLOR) { |
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v2f o; |
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TRANSFER_SHADOW_CASTER(o) |
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o.uvAndAlpha = v.texcoord; |
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o.uvAndAlpha.a = vertexColor.a; |
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return o; |
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} |
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float4 frag (v2f i) : SV_Target { |
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy); |
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff); |
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SHADOW_CASTER_FRAGMENT(i) |
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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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