Spine-SkeletonGraphic-TintBlack-Additive.shader 2.6 KB

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  1. Shader "Spine/SkeletonGraphic Tint Black Additive"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  6. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  7. [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
  8. _Color ("Tint Color", Color) = (1,1,1,1)
  9. _Black ("Dark Color", Color) = (0,0,0,0)
  10. [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
  11. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
  12. [HideInInspector] _Stencil ("Stencil ID", Float) = 0
  13. [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
  14. [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
  15. [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
  16. [HideInInspector] _ColorMask ("Color Mask", Float) = 15
  17. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  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. {
  31. Tags
  32. {
  33. "Queue"="Transparent"
  34. "IgnoreProjector"="True"
  35. "RenderType"="Transparent"
  36. "PreviewType"="Plane"
  37. "CanUseSpriteAtlas"="True"
  38. }
  39. Stencil
  40. {
  41. Ref [_Stencil]
  42. Comp [_StencilComp]
  43. Pass [_StencilOp]
  44. ReadMask [_StencilReadMask]
  45. WriteMask [_StencilWriteMask]
  46. }
  47. Cull Off
  48. Lighting Off
  49. ZWrite Off
  50. ZTest [unity_GUIZTestMode]
  51. Fog { Mode Off }
  52. Blend One One
  53. ColorMask [_ColorMask]
  54. Pass
  55. {
  56. Name "Normal"
  57. CGPROGRAM
  58. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  59. #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
  60. #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
  61. #pragma vertex vert
  62. #pragma fragment frag
  63. #include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc"
  64. ENDCG
  65. }
  66. }
  67. CustomEditor "SpineShaderWithOutlineGUI"
  68. }