Spine-Skeleton-Lit-ZWrite.shader 2.8 KB

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  1. // - Vertex Lit + ShadowCaster
  2. // - Premultiplied Alpha Blending (Optional straight alpha input)
  3. // - Double-sided, ZWrite
  4. Shader "Spine/Skeleton Lit ZWrite" {
  5. Properties {
  6. _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
  7. _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  8. [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
  9. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  10. [Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
  11. [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
  12. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  13. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  14. // Outline properties are drawn via custom editor.
  15. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  16. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  17. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  18. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  19. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  20. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  21. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  22. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  23. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  24. }
  25. SubShader {
  26. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  27. LOD 100
  28. Stencil {
  29. Ref[_StencilRef]
  30. Comp[_StencilComp]
  31. Pass Keep
  32. }
  33. Pass {
  34. Name "Normal"
  35. Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
  36. ZWrite On
  37. Cull Off
  38. Blend One OneMinusSrcAlpha
  39. CGPROGRAM
  40. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  41. #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
  42. #pragma shader_feature _ _LIGHT_AFFECTS_ADDITIVE
  43. #pragma vertex vert
  44. #pragma fragment frag
  45. #pragma target 2.0
  46. #define _ALPHA_CLIP
  47. #pragma multi_compile __ POINT SPOT
  48. #include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
  49. ENDCG
  50. }
  51. Pass {
  52. Name "Caster"
  53. Tags { "LightMode"="ShadowCaster" }
  54. Offset 1, 1
  55. Fog { Mode Off }
  56. ZWrite On
  57. ZTest LEqual
  58. Cull Off
  59. Lighting Off
  60. CGPROGRAM
  61. #pragma vertex vertShadow
  62. #pragma fragment fragShadow
  63. #pragma multi_compile_shadowcaster
  64. #pragma fragmentoption ARB_precision_hint_fastest
  65. #define SHADOW_CUTOFF _ShadowAlphaCutoff
  66. #include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
  67. ENDCG
  68. }
  69. }
  70. CustomEditor "SpineShaderWithOutlineGUI"
  71. }