78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
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Shader "Spine/SkeletonGraphic Grayscale"
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{
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Properties
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{
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_GrayPhase("Phase", Range(0, 1)) = 1
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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) = 1
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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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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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 vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#define ENABLE_GRAYSCALE
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#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
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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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