129 lines
3.4 KiB
Plaintext
129 lines
3.4 KiB
Plaintext
// Spine/Skeleton PMA Screen
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// - single color multiply tint
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// - unlit
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// - Premultiplied alpha Multiply blending
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// - No depth, no backface culling, no fog.
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// - ShadowCaster pass
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Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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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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[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 OneMinusSrcColor
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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 vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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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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);
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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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return o;
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}
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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return (texColor * i.vertexColor);
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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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struct v2f {
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V2F_SHADOW_CASTER;
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float4 uvAndAlpha : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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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.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvAndAlpha.z = 0;
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o.uvAndAlpha.a = vertexColor.a;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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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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