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107 lines
3.1 KiB
107 lines
3.1 KiB
Shader "Spine/Sprite/Unlit" |
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{ |
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Properties |
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{ |
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_MainTex ("Main Texture", 2D) = "white" {} |
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_Color ("Color", Color) = (1,1,1,1) |
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 |
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_ZWrite ("Depth Write", Float) = 0.0 |
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0 |
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 |
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_CustomRenderQueue ("Custom Render Queue", Float) = 0.0 |
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_OverlayColor ("Overlay Color", Color) = (0,0,0,0) |
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_Hue("Hue", Range(-0.5,0.5)) = 0.0 |
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_Saturation("Saturation", Range(0,2)) = 1.0 |
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_Brightness("Brightness", Range(0,2)) = 1.0 |
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_BlendTex ("Blend Texture", 2D) = "white" {} |
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_BlendAmount ("Blend", Range(0,1)) = 0.0 |
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
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[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 |
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[HideInInspector] _Cull ("__cull", Float) = 0.0 |
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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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{ |
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Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } |
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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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{ |
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Name "Normal" |
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Blend [_SrcBlend] [_DstBlend] |
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Lighting Off |
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ZWrite [_ZWrite] |
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ZTest LEqual |
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Cull [_Cull] |
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Lighting Off |
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CGPROGRAM |
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 |
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#pragma shader_feature _ALPHA_CLIP |
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#pragma shader_feature _TEXTURE_BLEND |
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#pragma shader_feature _COLOR_ADJUST |
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#pragma shader_feature _FOG |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_fog |
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#pragma multi_compile _ PIXELSNAP_ON |
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CGIncludes/SpriteUnlit.cginc" |
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ENDCG |
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} |
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Pass |
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{ |
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Name "ShadowCaster" |
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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 fragmentoption ARB_precision_hint_fastest |
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#pragma multi_compile_shadowcaster |
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#pragma multi_compile _ PIXELSNAP_ON |
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "CGIncludes/SpriteShadows.cginc" |
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ENDCG |
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} |
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} |
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CustomEditor "SpineSpriteShaderGUI" |
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}
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