Spine-SkeletonGraphic-Grayscale.shader 2.5 KB

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  1. Shader "Spine/SkeletonGraphic Grayscale"
  2. {
  3. Properties
  4. {
  5. _GrayPhase("Phase", Range(0, 1)) = 1
  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. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
  10. [HideInInspector] _Stencil("Stencil ID", Float) = 0
  11. [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0
  12. [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
  13. [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
  14. [HideInInspector] _ColorMask("Color Mask", Float) = 15
  15. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  16. // Outline properties are drawn via custom editor.
  17. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  18. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  19. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  20. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  21. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  22. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  23. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  24. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  25. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  26. }
  27. SubShader
  28. {
  29. Tags
  30. {
  31. "Queue" = "Transparent"
  32. "IgnoreProjector" = "True"
  33. "RenderType" = "Transparent"
  34. "PreviewType" = "Plane"
  35. "CanUseSpriteAtlas" = "True"
  36. }
  37. Stencil
  38. {
  39. Ref[_Stencil]
  40. Comp[_StencilComp]
  41. Pass[_StencilOp]
  42. ReadMask[_StencilReadMask]
  43. WriteMask[_StencilWriteMask]
  44. }
  45. Cull Off
  46. Lighting Off
  47. ZWrite Off
  48. ZTest[unity_GUIZTestMode]
  49. Fog { Mode Off }
  50. Blend One OneMinusSrcAlpha
  51. ColorMask[_ColorMask]
  52. Pass
  53. {
  54. Name "Normal"
  55. CGPROGRAM
  56. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  57. #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
  58. #pragma vertex vert
  59. #pragma fragment frag
  60. #pragma target 2.0
  61. #define ENABLE_GRAYSCALE
  62. #include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
  63. ENDCG
  64. }
  65. }
  66. CustomEditor "SpineShaderWithOutlineGUI"
  67. }