You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
136 lines
4.3 KiB
136 lines
4.3 KiB
Shader "Spine/Sprite/Vertex Lit" |
|
{ |
|
Properties |
|
{ |
|
_MainTex ("Main Texture", 2D) = "white" {} |
|
_Color ("Color", Color) = (1,1,1,1) |
|
|
|
_BumpScale("Scale", Float) = 1.0 |
|
_BumpMap ("Normal Map", 2D) = "bump" {} |
|
|
|
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 |
|
|
|
_EmissionColor("Color", Color) = (0,0,0,0) |
|
_EmissionMap("Emission", 2D) = "white" {} |
|
_EmissionPower("Emission Power", Float) = 2.0 |
|
|
|
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 |
|
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 |
|
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
|
_MetallicGlossMap("Metallic", 2D) = "white" {} |
|
|
|
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {} |
|
|
|
_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1) |
|
_ZWrite ("Depth Write", Float) = 0.0 |
|
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0 |
|
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 |
|
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0 |
|
|
|
_OverlayColor ("Overlay Color", Color) = (0,0,0,0) |
|
_Hue("Hue", Range(-0.5,0.5)) = 0.0 |
|
_Saturation("Saturation", Range(0,2)) = 1.0 |
|
_Brightness("Brightness", Range(0,2)) = 1.0 |
|
|
|
_RimPower("Rim Power", Float) = 2.0 |
|
_RimColor ("Rim Color", Color) = (1,1,1,1) |
|
|
|
_BlendTex ("Blend Texture", 2D) = "white" {} |
|
_BlendAmount ("Blend", Range(0,1)) = 0.0 |
|
|
|
[HideInInspector] _SrcBlend ("__src", Float) = 1.0 |
|
[HideInInspector] _DstBlend ("__dst", Float) = 0.0 |
|
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 |
|
[HideInInspector] _Cull ("__cull", Float) = 0.0 |
|
[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 |
|
} |
|
|
|
SubShader |
|
{ |
|
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } |
|
LOD 150 |
|
|
|
Stencil { |
|
Ref[_StencilRef] |
|
Comp[_StencilComp] |
|
Pass Keep |
|
} |
|
|
|
Pass |
|
{ |
|
Name "Vertex" |
|
Tags { "LightMode" = "Vertex" } |
|
Blend [_SrcBlend] [_DstBlend] |
|
ZWrite [_ZWrite] |
|
ZTest LEqual |
|
Cull [_Cull] |
|
Lighting On |
|
|
|
CGPROGRAM |
|
#pragma target 3.0 |
|
|
|
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 |
|
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE |
|
#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP |
|
#pragma shader_feature _NORMALMAP |
|
#pragma shader_feature _ALPHA_CLIP |
|
#pragma shader_feature _EMISSION |
|
#pragma shader_feature _DIFFUSE_RAMP |
|
#pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP |
|
#pragma shader_feature _COLOR_ADJUST |
|
#pragma shader_feature _RIM_LIGHTING |
|
#pragma shader_feature _TEXTURE_BLEND |
|
#pragma shader_feature _SPHERICAL_HARMONICS |
|
#pragma shader_feature _FOG |
|
|
|
|
|
#pragma fragmentoption ARB_precision_hint_fastest |
|
#pragma multi_compile_fog |
|
#pragma multi_compile _ PIXELSNAP_ON |
|
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
|
|
#include "CGIncludes/SpriteVertexLighting.cginc" |
|
ENDCG |
|
} |
|
Pass |
|
{ |
|
Name "ShadowCaster" |
|
Tags { "LightMode"="ShadowCaster" } |
|
Offset 1, 1 |
|
|
|
Fog { Mode Off } |
|
ZWrite On |
|
ZTest LEqual |
|
Cull Off |
|
Lighting Off |
|
|
|
CGPROGRAM |
|
#pragma fragmentoption ARB_precision_hint_fastest |
|
#pragma multi_compile_shadowcaster |
|
#pragma multi_compile _ PIXELSNAP_ON |
|
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
|
|
#include "CGIncludes/SpriteShadows.cginc" |
|
ENDCG |
|
} |
|
} |
|
|
|
FallBack "Spine/Sprite/Unlit" |
|
CustomEditor "SpineSpriteShaderGUI" |
|
}
|
|
|