Spine-Skeleton-TintBlack.shader 4.1 KB

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  1. // Spine/Skeleton Tint Black
  2. // - Two color tint
  3. // - UV2 and UV3 as Black Tint color.
  4. // - Final black tint is (UV black data and _Black/"Black Point")
  5. // - unlit
  6. // - Premultiplied alpha blending (optional straight alpha input)
  7. // - No depth, no backface culling, no fog.
  8. Shader "Spine/Skeleton Tint Black" {
  9. Properties {
  10. _Color ("Tint Color", Color) = (1,1,1,1)
  11. _Black ("Dark Color", Color) = (0,0,0,0)
  12. [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
  13. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  14. _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  15. [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
  16. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  17. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  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. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
  31. LOD 100
  32. Fog { Mode Off }
  33. Cull Off
  34. ZWrite Off
  35. Blend One OneMinusSrcAlpha
  36. Lighting Off
  37. Stencil {
  38. Ref[_StencilRef]
  39. Comp[_StencilComp]
  40. Pass Keep
  41. }
  42. Pass {
  43. Name "Normal"
  44. CGPROGRAM
  45. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  46. #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
  47. #pragma vertex vert
  48. #pragma fragment frag
  49. #include "UnityCG.cginc"
  50. #include "CGIncludes/Spine-Common.cginc"
  51. sampler2D _MainTex;
  52. float4 _Color;
  53. float4 _Black;
  54. struct VertexInput {
  55. float4 vertex : POSITION;
  56. float2 uv : TEXCOORD0;
  57. float2 uv1 : TEXCOORD1;
  58. float2 uv2 : TEXCOORD2;
  59. float4 vertexColor : COLOR;
  60. };
  61. struct VertexOutput {
  62. float4 pos : SV_POSITION;
  63. float2 uv : TEXCOORD0;
  64. float3 darkColor : TEXCOORD1;
  65. float4 vertexColor : COLOR;
  66. };
  67. VertexOutput vert (VertexInput v) {
  68. VertexOutput o;
  69. o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  70. o.uv = v.uv;
  71. o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
  72. o.darkColor = GammaToTargetSpace(float3(v.uv1.r, v.uv1.g, v.uv2.r))
  73. + (_Black.rgb * v.vertexColor.a);
  74. return o;
  75. }
  76. #include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
  77. float4 frag (VertexOutput i) : SV_Target {
  78. float4 texColor = tex2D(_MainTex, i.uv);
  79. return fragTintedColor(texColor, i.darkColor, i.vertexColor, _Color.a, _Black.a);
  80. }
  81. ENDCG
  82. }
  83. Pass {
  84. Name "Caster"
  85. Tags { "LightMode"="ShadowCaster" }
  86. Offset 1, 1
  87. ZWrite On
  88. ZTest LEqual
  89. CGPROGRAM
  90. #pragma vertex vert
  91. #pragma fragment frag
  92. #pragma multi_compile_shadowcaster
  93. #pragma fragmentoption ARB_precision_hint_fastest
  94. #include "UnityCG.cginc"
  95. sampler2D _MainTex;
  96. fixed _Cutoff;
  97. struct v2f {
  98. V2F_SHADOW_CASTER;
  99. float4 uvAndAlpha : TEXCOORD1;
  100. };
  101. v2f vert (appdata_base v, float4 vertexColor : COLOR) {
  102. v2f o;
  103. TRANSFER_SHADOW_CASTER(o)
  104. o.uvAndAlpha = v.texcoord;
  105. o.uvAndAlpha.a = vertexColor.a;
  106. return o;
  107. }
  108. float4 frag (v2f i) : SV_Target {
  109. fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
  110. clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
  111. SHADOW_CASTER_FRAGMENT(i)
  112. }
  113. ENDCG
  114. }
  115. }
  116. CustomEditor "SpineShaderWithOutlineGUI"
  117. }