Spine-Special-Skeleton-Grayscale.shader 3.7 KB

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  1. // - Unlit
  2. // - Premultiplied Alpha Blending (Optional straight alpha input)
  3. // - Double-sided, no depth
  4. Shader "Spine/Special/Skeleton Grayscale" {
  5. Properties {
  6. _GrayPhase ("Phase", Range(0, 1)) = 1
  7. [NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
  8. _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  9. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  10. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  11. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  12. // Outline properties are drawn via custom editor.
  13. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  14. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  15. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  16. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  17. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  18. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  19. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  20. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  21. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  22. }
  23. SubShader {
  24. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
  25. Blend One OneMinusSrcAlpha
  26. Cull Off
  27. ZWrite Off
  28. Lighting Off
  29. Stencil {
  30. Ref[_StencilRef]
  31. Comp[_StencilComp]
  32. Pass Keep
  33. }
  34. Pass {
  35. Name "Normal"
  36. CGPROGRAM
  37. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  38. #pragma vertex vert
  39. #pragma fragment frag
  40. #include "UnityCG.cginc"
  41. #include "CGIncludes/Spine-Common.cginc"
  42. sampler2D _MainTex;
  43. float _GrayPhase;
  44. struct VertexInput {
  45. float4 vertex : POSITION;
  46. float2 uv : TEXCOORD0;
  47. float4 vertexColor : COLOR;
  48. };
  49. struct VertexOutput {
  50. float4 pos : SV_POSITION;
  51. float2 uv : TEXCOORD0;
  52. float4 vertexColor : COLOR;
  53. };
  54. VertexOutput vert (VertexInput v) {
  55. VertexOutput o = (VertexOutput)0;
  56. o.uv = v.uv;
  57. o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
  58. o.pos = UnityObjectToClipPos(v.vertex);
  59. return o;
  60. }
  61. float4 frag (VertexOutput i) : SV_Target {
  62. float4 rawColor = tex2D(_MainTex,i.uv);
  63. #if defined(_STRAIGHT_ALPHA_INPUT)
  64. rawColor.rgb *= rawColor.a;
  65. #endif
  66. float finalAlpha = (rawColor.a * i.vertexColor.a);
  67. rawColor.rgb *= i.vertexColor.rgb;
  68. float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
  69. return fixed4(finalColor, finalAlpha);
  70. }
  71. ENDCG
  72. }
  73. Pass {
  74. Name "Caster"
  75. Tags { "LightMode"="ShadowCaster" }
  76. Offset 1, 1
  77. ZWrite On
  78. ZTest LEqual
  79. Fog { Mode Off }
  80. Cull Off
  81. Lighting Off
  82. CGPROGRAM
  83. #pragma vertex vert
  84. #pragma fragment frag
  85. #pragma multi_compile_shadowcaster
  86. #pragma fragmentoption ARB_precision_hint_fastest
  87. #include "UnityCG.cginc"
  88. sampler2D _MainTex;
  89. fixed _Cutoff;
  90. struct VertexOutput {
  91. V2F_SHADOW_CASTER;
  92. float4 uvAndAlpha : TEXCOORD1;
  93. };
  94. VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
  95. VertexOutput o;
  96. o.uvAndAlpha = v.texcoord;
  97. o.uvAndAlpha.a = vertexColor.a;
  98. TRANSFER_SHADOW_CASTER(o)
  99. return o;
  100. }
  101. float4 frag (VertexOutput i) : SV_Target {
  102. fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
  103. clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
  104. SHADOW_CASTER_FRAGMENT(i)
  105. }
  106. ENDCG
  107. }
  108. }
  109. FallBack "Diffuse"
  110. CustomEditor "SpineShaderWithOutlineGUI"
  111. }