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- #ifndef BLENDMODES_NORMAL_PASS_INCLUDED
- #define BLENDMODES_NORMAL_PASS_INCLUDED
- #include "UnityCG.cginc"
- #include "../CGIncludes/Spine-Common.cginc"
- uniform sampler2D _MainTex;
- uniform float4 _Color;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- VertexOutput vert(VertexInput v) {
- VertexOutput o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.uv;
- o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
- return o;
- }
- float4 frag(VertexOutput i) : SV_Target{
- float4 texColor = tex2D(_MainTex, i.uv);
- #if defined(_STRAIGHT_ALPHA_INPUT)
- texColor.rgb *= texColor.a;
- #endif
- return (texColor * i.vertexColor);
- }
- #endif
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