53 lines
1.7 KiB
Plaintext
53 lines
1.7 KiB
Plaintext
// Outline shader variant of "Spine/Skeleton"
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Shader "Spine/Outline/Skeleton" {
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Properties {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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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 OneMinusSrcAlpha
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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 "Outline"
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CGPROGRAM
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#include "CGIncludes/Spine-Outline-Pass.cginc"
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ENDCG
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}
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UsePass "Spine/Skeleton/NORMAL"
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UsePass "Spine/Skeleton/CASTER"
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}
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FallBack "Spine/Skeleton"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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