108 lines
3.1 KiB
Plaintext
108 lines
3.1 KiB
Plaintext
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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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