Spine-SkeletonGraphic-Additive.shader 2.6 KB

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  1. // This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
  2. Shader "Spine/SkeletonGraphic Additive"
  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. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
  11. [HideInInspector] _Stencil ("Stencil ID", Float) = 0
  12. [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
  13. [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
  14. [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
  15. [HideInInspector] _ColorMask ("Color Mask", Float) = 15
  16. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  17. // Outline properties are drawn via custom editor.
  18. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  19. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  20. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  21. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  22. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  23. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  24. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  25. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  26. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  27. }
  28. SubShader
  29. {
  30. Tags
  31. {
  32. "Queue"="Transparent"
  33. "IgnoreProjector"="True"
  34. "RenderType"="Transparent"
  35. "PreviewType"="Plane"
  36. "CanUseSpriteAtlas"="True"
  37. }
  38. Stencil
  39. {
  40. Ref [_Stencil]
  41. Comp [_StencilComp]
  42. Pass [_StencilOp]
  43. ReadMask [_StencilReadMask]
  44. WriteMask [_StencilWriteMask]
  45. }
  46. Cull Off
  47. Lighting Off
  48. ZWrite Off
  49. ZTest [unity_GUIZTestMode]
  50. Fog { Mode Off }
  51. Blend One One
  52. ColorMask [_ColorMask]
  53. Pass
  54. {
  55. Name "Normal"
  56. CGPROGRAM
  57. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  58. #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
  59. #pragma vertex vert
  60. #pragma fragment frag
  61. #pragma target 2.0
  62. #include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
  63. ENDCG
  64. }
  65. }
  66. CustomEditor "SpineShaderWithOutlineGUI"
  67. }