Spine-SkeletonGraphic-TintBlack-Outline.shader 2.4 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970
  1. // Outline shader variant of "Spine/SkeletonGraphic Tint Black"
  2. Shader "Spine/Outline/SkeletonGraphic Tint Black"
  3. {
  4. Properties
  5. {
  6. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  7. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  8. [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
  9. _Color ("Tint", Color) = (1,1,1,1)
  10. _Black ("Black Point", Color) = (0,0,0,0)
  11. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
  12. [HideInInspector] _Stencil ("Stencil ID", Float) = 0
  13. [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
  14. [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
  15. [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
  16. [HideInInspector] _ColorMask ("Color Mask", Float) = 15
  17. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  18. // Outline properties are drawn via custom editor.
  19. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  20. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  21. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  22. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  23. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  24. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  25. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  26. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  27. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  28. }
  29. SubShader
  30. {
  31. Tags
  32. {
  33. "Queue"="Transparent"
  34. "IgnoreProjector"="True"
  35. "RenderType"="Transparent"
  36. "PreviewType"="Plane"
  37. "CanUseSpriteAtlas"="True"
  38. }
  39. Stencil
  40. {
  41. Ref [_Stencil]
  42. Comp [_StencilComp]
  43. Pass [_StencilOp]
  44. ReadMask [_StencilReadMask]
  45. WriteMask [_StencilWriteMask]
  46. }
  47. Cull Off
  48. Lighting Off
  49. ZWrite Off
  50. ZTest [unity_GUIZTestMode]
  51. Fog { Mode Off }
  52. Blend One OneMinusSrcAlpha
  53. ColorMask [_ColorMask]
  54. UsePass "Spine/Outline/SkeletonGraphic/OUTLINE"
  55. UsePass "Spine/SkeletonGraphic Tint Black/NORMAL"
  56. }
  57. FallBack "Spine/SkeletonGraphic Tint Black"
  58. CustomEditor "SpineShaderWithOutlineGUI"
  59. }