149 lines
4.6 KiB
Plaintext
149 lines
4.6 KiB
Plaintext
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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
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Shader "Spine/SkeletonGraphic Tint Black"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
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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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[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
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[HideInInspector] _ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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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
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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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 _ _CANVAS_GROUP_COMPATIBLE
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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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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 darkColor : TEXCOORD1;
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float4 worldPosition : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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fixed4 _Black;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color;
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OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
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return OUT;
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}
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sampler2D _MainTex;
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#include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip(texColor.a - 0.001);
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#endif
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float4 vertexColor = IN.color * float4(_Color.rgb * _Color.a, _Color.a);
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#ifdef _CANVAS_GROUP_COMPATIBLE
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// CanvasGroup alpha multiplies existing vertex color alpha, but
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// does not premultiply it to rgb components. This causes problems
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// with additive blending (alpha = 0), which is why we store the
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// alpha value in uv2.g (darkColor.a).
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float originalAlpha = IN.darkColor.a;
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float canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha;
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vertexColor.a = originalAlpha * _Color.a;
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#endif
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float4 fragColor = fragTintedColor(texColor, _Black.rgb + IN.darkColor, vertexColor, _Color.a, _Black.a);
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#ifdef _CANVAS_GROUP_COMPATIBLE
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fragColor.rgba *= canvasAlpha;
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#endif
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return fragColor;
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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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