SpritesPixelLit.shader 6.1 KB

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  1. Shader "Spine/Sprite/Pixel Lit"
  2. {
  3. Properties
  4. {
  5. _MainTex ("Main Texture", 2D) = "white" {}
  6. _Color ("Color", Color) = (1,1,1,1)
  7. _BumpScale("Scale", Float) = 1.0
  8. _BumpMap ("Normal Map", 2D) = "bump" {}
  9. [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
  10. _EmissionColor("Color", Color) = (0,0,0,0)
  11. _EmissionMap("Emission", 2D) = "white" {}
  12. _EmissionPower("Emission Power", Float) = 2.0
  13. _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
  14. _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
  15. [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  16. _MetallicGlossMap("Metallic", 2D) = "white" {}
  17. _DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
  18. _FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
  19. _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
  20. _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  21. _CustomRenderQueue ("Custom Render Queue", Float) = 0.0
  22. _OverlayColor ("Overlay Color", Color) = (0,0,0,0)
  23. _Hue("Hue", Range(-0.5,0.5)) = 0.0
  24. _Saturation("Saturation", Range(0,2)) = 1.0
  25. _Brightness("Brightness", Range(0,2)) = 1.0
  26. _RimPower("Rim Power", Float) = 2.0
  27. _RimColor ("Rim Color", Color) = (1,1,1,1)
  28. _BlendTex ("Blend Texture", 2D) = "white" {}
  29. _BlendAmount ("Blend", Range(0,1)) = 0.0
  30. [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
  31. [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
  32. _Black("Dark Color", Color) = (0,0,0,0)
  33. [HideInInspector] _SrcBlend ("__src", Float) = 1.0
  34. [HideInInspector] _DstBlend ("__dst", Float) = 0.0
  35. [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
  36. [HideInInspector] _Cull ("__cull", Float) = 0.0
  37. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  38. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  39. // Outline properties are drawn via custom editor.
  40. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  41. [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
  42. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  43. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  44. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  45. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  46. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  47. [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
  48. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  49. }
  50. SubShader
  51. {
  52. Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
  53. LOD 200
  54. Stencil {
  55. Ref[_StencilRef]
  56. Comp[_StencilComp]
  57. Pass Keep
  58. }
  59. Pass
  60. {
  61. Name "FORWARD"
  62. Tags { "LightMode" = "ForwardBase" }
  63. Blend [_SrcBlend] [_DstBlend]
  64. // Note: ZWrite needs to be enabled for following ForwardAdd pass, otherwise parts will look as if shining through by getting lit.
  65. ZWrite On
  66. ZTest LEqual
  67. Cull [_Cull]
  68. CGPROGRAM
  69. #pragma target 3.0
  70. #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
  71. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
  72. #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
  73. #pragma shader_feature _NORMALMAP
  74. #pragma shader_feature _ALPHA_CLIP
  75. #pragma shader_feature _EMISSION
  76. #pragma shader_feature _RIM_LIGHTING
  77. #pragma shader_feature _DIFFUSE_RAMP
  78. #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
  79. #pragma shader_feature _COLOR_ADJUST
  80. #pragma shader_feature _TEXTURE_BLEND
  81. #pragma shader_feature _SPHERICAL_HARMONICS
  82. #pragma shader_feature _FOG
  83. #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
  84. #pragma shader_feature _TINT_BLACK_ON
  85. #pragma multi_compile_fwdbase
  86. #pragma fragmentoption ARB_precision_hint_fastest
  87. #pragma multi_compile_fog
  88. #pragma multi_compile _ PIXELSNAP_ON
  89. #pragma vertex vert
  90. #pragma fragment fragBase
  91. #include "CGIncludes/SpritePixelLighting.cginc"
  92. ENDCG
  93. }
  94. Pass
  95. {
  96. Name "FORWARD_DELTA"
  97. Tags { "LightMode" = "ForwardAdd" }
  98. Blend [_SrcBlend] One
  99. ZWrite Off
  100. ZTest LEqual
  101. Cull [_Cull]
  102. CGPROGRAM
  103. #pragma target 3.0
  104. #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
  105. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
  106. #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
  107. #pragma shader_feature _NORMALMAP
  108. #pragma shader_feature _ALPHA_CLIP
  109. #pragma shader_feature _DIFFUSE_RAMP
  110. #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
  111. #pragma shader_feature _COLOR_ADJUST
  112. #pragma shader_feature _TEXTURE_BLEND
  113. #pragma shader_feature _FOG
  114. #pragma multi_compile_fwdadd_fullshadows
  115. #pragma fragmentoption ARB_precision_hint_fastest
  116. #pragma multi_compile_fog
  117. #pragma multi_compile _ PIXELSNAP_ON
  118. #pragma vertex vert
  119. #pragma fragment fragAdd
  120. #include "CGIncludes/SpritePixelLighting.cginc"
  121. ENDCG
  122. }
  123. Pass
  124. {
  125. Name "ShadowCaster"
  126. Tags { "LightMode"="ShadowCaster" }
  127. Offset 1, 1
  128. Fog { Mode Off }
  129. ZWrite On
  130. ZTest LEqual
  131. Cull Off
  132. Lighting Off
  133. CGPROGRAM
  134. #pragma fragmentoption ARB_precision_hint_fastest
  135. #pragma multi_compile_shadowcaster
  136. #pragma multi_compile _ PIXELSNAP_ON
  137. #pragma vertex vert
  138. #pragma fragment frag
  139. #include "CGIncludes/SpriteShadows.cginc"
  140. ENDCG
  141. }
  142. }
  143. FallBack "Spine/Sprite/Unlit"
  144. CustomEditor "SpineSpriteShaderGUI"
  145. }