WXMC/.svn/pristine/45/45ed025f65419b5c9f66f28ff066ff49d5894815.svn-base
2024-12-04 16:18:46 +08:00

42 lines
1.7 KiB
Plaintext

// Outline shader variant of "Spine/Skeleton Lit ZWrite"
Shader "Spine/Outline/Skeleton Lit ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 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" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Lit ZWrite/NORMAL"
UsePass "Spine/Skeleton Lit ZWrite/CASTER"
}
FallBack "Spine/Skeleton Lit ZWrite"
CustomEditor "SpineShaderWithOutlineGUI"
}