备份CatanBuilding瘦身独立工程

This commit is contained in:
JSD\13999
2026-05-26 16:15:54 +08:00
commit 2d0e6a61b7
12001 changed files with 2431925 additions and 0 deletions

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// Spine/Skeleton PMA Screen
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass
Shader "Spine/Blend Modes/Skeleton PMA Additive" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One One
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Spine/Skeleton PMA Multiply
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass
Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend DstColor OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Spine/Skeleton PMA Screen
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass
Shader "Spine/Blend Modes/Skeleton PMA Screen" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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#ifndef BLENDMODES_NORMAL_PASS_INCLUDED
#define BLENDMODES_NORMAL_PASS_INCLUDED
#include "UnityCG.cginc"
#include "../CGIncludes/Spine-Common.cginc"
uniform sampler2D _MainTex;
uniform float4 _Color;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert(VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return o;
}
float4 frag(VertexOutput i) : SV_Target{
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
#endif

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#ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED
#define BLENDMODES_SHADOWCASTER_PASS_INCLUDED
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag(v2f i) : SV_Target{
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a* i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
#endif

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#ifndef SPINE_COMMON_INCLUDED
#define SPINE_COMMON_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define GammaToLinearSpace SRGBToLinear
#define LinearToGammaSpace LinearToSRGB
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define GammaToLinearSpace SRGBToLinear
#define LinearToGammaSpace LinearToSRGB
#else
#include "UnityCG.cginc"
#endif
inline half3 GammaToTargetSpace(half3 gammaColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaColor;
#else
return GammaToLinearSpace(gammaColor);
#endif
}
inline half3 TargetToGammaSpace(half3 targetColor) {
#if UNITY_COLORSPACE_GAMMA
return targetColor;
#else
return LinearToGammaSpace(targetColor);
#endif
}
inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaPMAColor;
#else
return gammaPMAColor.a == 0 ?
half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
half4(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a) * gammaPMAColor.a, gammaPMAColor.a);
#endif
}
// Saturated version to prevent numerical issues that occur at CanvasRenderer
// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
// Note: Only use this method when the original color.rgb values lie within [0,1] range and
// it's not an HDR color. This method is usually suitable for vertex color.
inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
#if UNITY_COLORSPACE_GAMMA
return gammaPMAColor;
#else
return gammaPMAColor.a == 0 ?
half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
#endif
}
#endif

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#ifndef SPRITES_DEPTH_ONLY_PASS_INCLUDED
#define SPRITES_DEPTH_ONLY_PASS_INCLUDED
#include "UnityCG.cginc"
sampler2D _MainTex;
float _Cutoff;
float _ZWriteOffset;
struct VertexInput {
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
VertexOutput DepthOnlyVertex (VertexInput v) {
VertexOutput o;
o.positionCS = UnityObjectToClipPos(v.positionOS - float4(0, 0, _ZWriteOffset, 0));
o.texcoordAndAlpha.xy = v.texcoord;
o.texcoordAndAlpha.z = 0;
o.texcoordAndAlpha.a = v.vertexColor.a;
return o;
}
float4 DepthOnlyFragment (VertexOutput input) : SV_Target{
float4 texColor = tex2D(_MainTex, input.texcoordAndAlpha.rg);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
clip(texColor.a * input.texcoordAndAlpha.a - _Cutoff);
return 0;
}
#endif

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#ifndef SPINE_OUTLINE_COMMON_INCLUDED
#define SPINE_OUTLINE_COMMON_INCLUDED
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
float2 uv, float vertexColorAlpha,
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
float OutlineSmoothness, float ThresholdEnd, float OutlineOpaqueAlpha, float4 OutlineColor) {
float4 texColor = fixed4(0, 0, 0, 0);
float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
float xOffsetDiagonal = mainTextureTexelSize.x * outlineWidthCompensated * 0.7;
float yOffsetDiagonal = mainTextureTexelSize.y * outlineWidthCompensated * 0.7;
float pixelCenter = tex2D(mainTexture, uv).a;
float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
#if _USE8NEIGHBOURHOOD_ON
float numSamples = 8;
float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
* vertexColorAlpha / numSamples;
#else // 4 neighbourhood
float numSamples = 4;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
#endif
float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
float outlineAlpha = saturate(saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter);
outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 0 : outlineAlpha;
return lerp(texColor, OutlineColor, outlineAlpha);
}
float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
float2 uv, float vertexColorAlpha,
float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
return computeOutlinePixel(mainTexture, mainTextureTexelSize,
uv, vertexColorAlpha, OutlineWidth, OutlineReferenceTexWidth, OutlineMipLevel,
OutlineSmoothness, ThresholdEnd, 1.0, OutlineColor);
}
#endif

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#ifndef SKELETON_LIT_COMMON_SHADOW_INCLUDED
#define SKELETON_LIT_COMMON_SHADOW_INCLUDED
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vertShadow(appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uvAndAlpha.z = 0;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
uniform sampler2D _MainTex;
uniform fixed SHADOW_CUTOFF;
float4 fragShadow (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - SHADOW_CUTOFF);
SHADOW_CASTER_FRAGMENT(i)
}
#endif

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#ifndef SKELETON_LIT_COMMON_INCLUDED
#define SKELETON_LIT_COMMON_INCLUDED
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
#if defined(SHADER_API_GLES)
#define LIGHT_LOOP_LIMIT 8
#elif defined(SHADER_API_N3DS)
#define LIGHT_LOOP_LIMIT 4
#else
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
#endif
////////////////////////////////////////
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
uniform fixed _Cutoff;
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
#else
#define ALPHA_CLIP(pixel, color)
#endif
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
// diffuse
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
return color * atten;
}
half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) {
float3 dirToLight = unity_LightPosition[idx].xyz;
half att = 1.0;
#if defined(POINT) || defined(SPOT)
dirToLight -= eyePosition * unity_LightPosition[idx].w;
// distance attenuation
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
#if defined(SPOT)
// spot angle attenuation
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
att *= saturate(spotAtt);
#endif
#endif
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0);
}
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = PMAGammaToTargetSpace(v.color);
float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
half3 fixedNormal = half3(0,0,-1);
half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
o.uv0 = v.uv0;
o.pos = UnityObjectToClipPos(v.pos);
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half faceSign = sign(eyeNormal.z);
eyeNormal *= faceSign;
#endif
half3 shadowedColor;
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
if (color.a == 0) {
o.color = color;
return o;
}
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
// Lights
half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
lcolor += computeOneLight(il, eyePos, eyeNormal, color);
}
color.rgb = lcolor.rgb;
o.color = saturate(color);
return o;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput i) : SV_Target {
fixed4 tex = tex2D(_MainTex, i.uv0);
ALPHA_CLIP(tex, i.color);
#if defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a;
#endif
fixed4 col = tex * i.color;
col.rgb *= 2;
return col;
}
#endif

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#ifndef SKELETON_TINT_COMMON_INCLUDED
#define SKELETON_TINT_COMMON_INCLUDED
float4 fragTintedColor(float4 texColor, float3 darkTintColor, float4 lightTintColorPMA, float lightColorAlpha, float darkColorAlpha) {
float a = texColor.a * lightTintColorPMA.a;
#if !defined(_STRAIGHT_ALPHA_INPUT)
float3 texDarkColor = (texColor.a - texColor.rgb);
#else
float3 texDarkColor = (1 - texColor.rgb);
#endif
float3 darkColor = texDarkColor * darkTintColor.rgb * lightColorAlpha;
float3 lightColor = texColor.rgb * lightTintColorPMA.rgb;
float4 fragColor = float4(darkColor + lightColor, a);
#if defined(_STRAIGHT_ALPHA_INPUT)
fragColor.rgb *= texColor.a;
#endif
#if defined(_DARK_COLOR_ALPHA_ADDITIVE)
fragColor.a = a * (1 - darkColorAlpha);
#endif
return fragColor;
}
#endif

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// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Additive"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One One
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Additive/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Additive/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Additive"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Multiply"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend DstColor OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Multiply"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Screen"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Screen"
CustomEditor "SpineShaderWithOutlineGUI"
}

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#ifndef SPINE_OUTLINE_PASS_INCLUDED
#define SPINE_OUTLINE_PASS_INCLUDED
#include "UnityCG.cginc"
#ifdef SKELETON_GRAPHIC
#include "UnityUI.cginc"
#endif
#include "../../CGIncludes/Spine-Outline-Common.cginc"
sampler2D _MainTex;
float _OutlineWidth;
float4 _OutlineColor;
float4 _MainTex_TexelSize;
float _ThresholdEnd;
float _OutlineSmoothness;
float _OutlineOpaqueAlpha;
float _OutlineMipLevel;
int _OutlineReferenceTexWidth;
#ifdef SKELETON_GRAPHIC
float4 _ClipRect;
#endif
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float vertexColorAlpha : COLOR;
#ifdef SKELETON_GRAPHIC
float4 worldPosition : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef SKELETON_GRAPHIC
VertexOutput vertOutlineGraphic(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.pos = UnityObjectToClipPos(o.worldPosition);
o.uv = v.uv;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.pos.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
#endif
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#else // !SKELETON_GRAPHIC
VertexOutput vertOutline(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#endif
float4 fragOutline(VertexOutput i) : SV_Target {
float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
_OutlineSmoothness, _ThresholdEnd, _OutlineOpaqueAlpha, _OutlineColor);
#ifdef SKELETON_GRAPHIC
texColor *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
return texColor;
}
#endif // SPINE_OUTLINE_PASS_INCLUDED

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// Outline shader variant of "Spine/SkeletonGraphic"
Shader "Spine/Outline/SkeletonGraphic"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutlineGraphic
#pragma fragment fragOutline
#define SKELETON_GRAPHIC
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "../CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
UsePass "Spine/SkeletonGraphic/NORMAL"
}
FallBack "Spine/SkeletonGraphic"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/SkeletonGraphic Tint Black"
Shader "Spine/Outline/SkeletonGraphic Tint Black"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
UsePass "Spine/Outline/SkeletonGraphic/OUTLINE"
UsePass "Spine/SkeletonGraphic Tint Black/NORMAL"
}
FallBack "Spine/SkeletonGraphic Tint Black"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/Skeleton Fill"
Shader "Spine/Outline/Skeleton Fill" {
Properties {
_FillColor ("FillColor", Color) = (1,1,1,1)
_FillPhase ("FillPhase", Range(0, 1)) = 0
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Fill/NORMAL"
UsePass "Spine/Skeleton Fill/CASTER"
}
FallBack "Spine/Skeleton Fill"
CustomEditor "SpineShaderWithOutlineGUI"
}

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licenseType: Free
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// Outline shader variant of "Spine/Skeleton Lit"
Shader "Spine/Outline/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Lit/NORMAL"
UsePass "Spine/Skeleton Lit/CASTER"
}
FallBack "Spine/Skeleton Lit"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/Skeleton Lit ZWrite"
Shader "Spine/Outline/Skeleton Lit ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Lit ZWrite/NORMAL"
UsePass "Spine/Skeleton Lit ZWrite/CASTER"
}
FallBack "Spine/Skeleton Lit ZWrite"
CustomEditor "SpineShaderWithOutlineGUI"
}

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// Outline shader variant of "Spine/Skeleton"
Shader "Spine/Outline/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
UsePass "Spine/Skeleton/NORMAL"
UsePass "Spine/Skeleton/CASTER"
}
FallBack "Spine/Skeleton"
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: 28b5cf4804845fe4b868531fd0bb81d5
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader "Spine/Outline/OutlineOnly-ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass
{
Name "DepthOnly"
ZWrite On
ColorMask 0
Cull Off
CGPROGRAM
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#include "../CGIncludes/Spine-DepthOnlyPass.cginc"
ENDCG
}
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
}
FallBack "Spine/Skeleton"
CustomEditor "SpineShaderWithOutlineGUI"
}

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guid: 177da18c3d2e0aa4cb39990ea011973c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
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// Outline shader variant of "Spine/Skeleton Tint"
Shader "Spine/Outline/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint/NORMAL"
UsePass "Spine/Skeleton Tint/CASTER"
}
FallBack "Spine/Skeleton Tint"
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: 4f1fdc166fed03649835949d3b79cba3
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Outline shader variant of "Spine/Skeleton Tint Black"
Shader "Spine/Outline/Skeleton Tint Black" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint Black/NORMAL"
UsePass "Spine/Skeleton Tint Black/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}

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guid: 49cf725a1e40e7742be92917f83946c3
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Outline shader variant of "Spine/Special/Skeleton Grayscale"
Shader "Spine/Outline/Special/Skeleton Grayscale" {
Properties {
_GrayPhase ("Phase", Range(0, 1)) = 1
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Special/Skeleton Grayscale/NORMAL"
UsePass "Spine/Special/Skeleton Grayscale/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1d3e1518ae643a749b086bc7972893d2
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 615182d5e489bf3478299e5bbf15dc23
folderAsset: yes
timeCreated: 1573830740
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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// Outline shader variant of "Spine/Sprite/Pixel Lit"
Shader "Spine/Outline/Sprite/Pixel Lit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor ("Rim Color", Color) = (1,1,1,1)
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 200
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Pixel Lit/FORWARD"
UsePass "Spine/Sprite/Pixel Lit/FORWARD_DELTA"
UsePass "Spine/Sprite/Pixel Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Pixel Lit"
CustomEditor "SpineSpriteShaderGUI"
}

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fileFormatVersion: 2
guid: a27d4b27c8ecd9840a03558ccc5ad8a3
timeCreated: 1573830741
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

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// Outline shader variant of "Spine/Sprite/Unlit"
Shader "Spine/Outline/Sprite/Unlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Unlit/NORMAL"
UsePass "Spine/Sprite/Unlit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Unlit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 276c07e3bdd5719458187a5823e9d96a
timeCreated: 1573830740
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

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// Outline shader variant of "Spine/Sprite/Vertex Lit"
Shader "Spine/Outline/Sprite/Vertex Lit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor ("Rim Color", Color) = (1,1,1,1)
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Vertex Lit/VERTEX"
UsePass "Spine/Sprite/Vertex Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Vertex Lit"
CustomEditor "SpineSpriteShaderGUI"
}

View File

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#ifndef SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
#ifdef ENABLE_FILL
float4 _FillColor;
float _FillPhase;
#endif
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
#ifdef _CANVAS_GROUP_COMPATIBLE
half4 vertexColor = IN.color;
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
vertexColor.rgb *= vertexColor.a;
// Unfortunately we cannot perform the TargetToGamma and PMAGammaToTarget transformations,
// as these would be wrong with modified alpha.
#else
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
// Saturated version used to prevent numerical issues of certain low-alpha values.
float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
#endif
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
half4 color = (texColor + _TextureSampleAdd) * IN.color;
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
#ifdef ENABLE_FILL
color.rgb = lerp(color.rgb, (_FillColor.rgb * color.a), _FillPhase); // make sure to PMA _FillColor.
#endif
return color;
}
#endif

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fileFormatVersion: 2
guid: 7f1f20f6ddb670f4998f78d0417912ee
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic Additive"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One One
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: a1e4ab34b07f81e4e94f0d241c416669
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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Shader "Spine/SkeletonGraphic Fill"
{
Properties
{
_FillColor("FillColor", Color) = (1,1,1,1)
_FillPhase("FillPhase", Range(0, 1)) = 0
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#define ENABLE_FILL
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: c02377d9afbb50e49ab27049e59fb5f8
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic Multiply"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend DstColor OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: cfbf95ed0fe6c554c8c2ee6c8325937c
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic Screen"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcColor
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: c61244023592f95479fddd71b5067683
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic Tint Black"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
half4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 darkColor : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
#ifdef _CANVAS_GROUP_COMPATIBLE
float canvasAlpha : TEXCOORD3;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half4 _Black;
half4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + _Black.rgb;
#ifdef _CANVAS_GROUP_COMPATIBLE
// CanvasGroup alpha multiplies existing vertex color alpha, but
// does not premultiply it to rgb components. This causes problems
// with additive blending (alpha = 0), which is why we store the
// alpha value in uv2.g (darkColor.a).
float originalAlpha = OUT.darkColor.a;
OUT.canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha;
#else
float originalAlpha = IN.color.a;
#endif
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha));
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a);
return OUT;
}
sampler2D _MainTex;
#include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
half4 frag(VertexOutput IN) : SV_Target
{
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(texColor.a - 0.001);
#endif
float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a);
#ifdef _CANVAS_GROUP_COMPATIBLE
fragColor.rgba *= IN.canvasAlpha;
#endif
return fragColor;
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

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fileFormatVersion: 2
guid: f64c7bc238bb2c246b8ca1912b2b6b9c
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,77 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,128 @@
// - Unlit
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Skeleton Fill" {
Properties {
_FillColor ("FillColor", Color) = (1,1,1,1)
_FillPhase ("FillPhase", Range(0, 1)) = 0
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float4 _FillColor;
float _FillPhase;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
float finalAlpha = (rawColor.a * i.vertexColor.a);
#if defined(_STRAIGHT_ALPHA_INPUT)
rawColor.rgb *= rawColor.a;
#endif
float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillPhase); // make sure to PMA _FillColor.
return fixed4(finalColor, finalAlpha);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: 45495790b394f894a967dbf44489b57b
timeCreated: 1492385797
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, ZWrite
Shader "Spine/Skeleton Lit ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
ZWrite On
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma shader_feature _ _LIGHT_AFFECTS_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#define _ALPHA_CLIP
#pragma multi_compile __ POINT SPOT
#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#define SHADOW_CUTOFF _ShadowAlphaCutoff
#include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: fde05abf1f7be4b4da1caf8c8de1823a
timeCreated: 1564082883
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma shader_feature _ _LIGHT_AFFECTS_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile __ POINT SPOT
#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vertShadow
#pragma fragment fragShadow
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#define SHADOW_CUTOFF _Cutoff
#include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: bd83c75f51f5e23498ae22ffcdfe92c3
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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// Spine/Skeleton Tint
// - Two color tint
// - unlit
// - Premultiplied alpha blending (Optional straight alpha input)
// - No depth, no backface culling, no fog.
Shader "Spine/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float4 _Color;
float4 _Black;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return o;
}
#include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
return fragTintedColor(texColor, _Black.rgb, i.vertexColor, _Color.a, _Black.a);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: 522f03282fd79be47b306e2ef4b593fd
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,133 @@
// Spine/Skeleton Tint Black
// - Two color tint
// - UV2 and UV3 as Black Tint color.
// - Final black tint is (UV black data and _Black/"Black Point")
// - unlit
// - Premultiplied alpha blending (optional straight alpha input)
// - No depth, no backface culling, no fog.
Shader "Spine/Skeleton Tint Black" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Dark Color", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float4 _Color;
float4 _Black;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 darkColor : TEXCOORD1;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
o.darkColor = GammaToTargetSpace(float3(v.uv1.r, v.uv1.g, v.uv2.r)) + _Black.rgb;
return o;
}
#include "CGIncludes/Spine-Skeleton-Tint-Common.cginc"
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
return fragTintedColor(texColor, i.darkColor, i.vertexColor, _Color.a, _Black.a);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct v2f {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
v2f vert (appdata_base v, float4 vertexColor : COLOR) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
return o;
}
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: deee23ab4aa38564ead2ac05e112c169
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,120 @@
Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}

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fileFormatVersion: 2
guid: 1e8a610c9e01c3648bac42585e5fc676
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

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// - Unlit
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Special/Skeleton Grayscale" {
Properties {
_GrayPhase ("Phase", Range(0, 1)) = 1
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "CGIncludes/Spine-Common.cginc"
sampler2D _MainTex;
float _GrayPhase;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv = v.uv;
o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
o.pos = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
rawColor.rgb *= rawColor.a;
#endif
float finalAlpha = (rawColor.a * i.vertexColor.a);
rawColor.rgb *= i.vertexColor.rgb;
float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
return fixed4(finalColor, finalAlpha);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "SpineShaderWithOutlineGUI"
}

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#ifndef SHADER_MATHS_INCLUDED
#define SHADER_MATHS_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#else
#include "UnityCG.cginc"
#endif
////////////////////////////////////////
// Maths functions
//
inline half3 safeNormalize(half3 inVec)
{
half dp3 = max(0.001f, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
inline float dotClamped(float3 a, float3 b)
{
#if (SHADER_TARGET < 30 || defined(SHADER_API_PS3))
return saturate(dot(a, b));
#else
return max(0.0h, dot(a, b));
#endif
}
inline float oneDividedBy(float value)
{
//Catches NANs
float sign_value = sign(value);
float sign_value_squared = sign_value*sign_value;
return sign_value_squared / ( value + sign_value_squared - 1.0);
}
inline half pow5 (half x)
{
return x*x*x*x*x;
}
inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
{
float4 qr;
float half_angle = (angleRadians * 0.5);
qr.x = axis.x * sin(half_angle);
qr.y = axis.y * sin(half_angle);
qr.z = axis.z * sin(half_angle);
qr.w = cos(half_angle);
return qr;
}
inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
{
float4 q = quat_from_axis_angle(axis, angleRadians);
float3 v = position.xyz;
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
float3 EncodeFloatRGB(float value)
{
const float max24int = 256*256*256-1;
float3 decomp = floor( value * float3( max24int/(256*256), max24int/256, max24int ) ) / 255.0;
decomp.z -= decomp.y * 256.0;
decomp.y -= decomp.x * 256.0;
return decomp;
}
float DecodeFloatRGB(float3 decomp)
{
return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) );
}
#endif // SHADER_MATHS_INCLUDED

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// Upgrade NOTE: upgraded instancing buffer 'PerDrawSprite' to new syntax.
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED
#if defined(USE_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.esotericsoftware.spine.lwrp-shaders/Shaders/CGIncludes/SpineCoreShaders/Spine-Common.cginc"
#elif defined(USE_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.esotericsoftware.spine.urp-shaders/Shaders/Include/SpineCoreShaders/Spine-Common.cginc"
#else
#include "UnityCG.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#endif
////////////////////////////////////////
// Space functions
//
inline float4 calculateWorldPos(float4 vertex)
{
return mul(unity_ObjectToWorld, vertex);
}
#if defined(USE_LWRP) || defined(USE_URP)
// snaps post-transformed position to screen pixels
inline float4 UnityPixelSnap(float4 pos)
{
float2 hpc = _ScreenParams.xy * 0.5f;
#if SHADER_API_PSSL
// sdk 4.5 splits round into v_floor_f32(x+0.5) ... sdk 5.0 uses v_rndne_f32, for compatabilty we use the 4.5 version
float2 temp = ((pos.xy / pos.w) * hpc) + float2(0.5f, 0.5f);
float2 pixelPos = float2(__v_floor_f32(temp.x), __v_floor_f32(temp.y));
#else
float2 pixelPos = round((pos.xy / pos.w) * hpc);
#endif
pos.xy = pixelPos / hpc * pos.w;
return pos;
}
#endif
inline float4 calculateLocalPos(float4 vertex)
{
#if !defined(USE_LWRP) && !defined(USE_URP)
#ifdef UNITY_INSTANCING_ENABLED
vertex.xy *= _Flip.xy;
#endif
#endif
#if defined(USE_LWRP) || defined(USE_URP)
float4 pos = TransformObjectToHClip(vertex.xyz);
#else
float4 pos = UnityObjectToClipPos(vertex);
#endif
#ifdef PIXELSNAP_ON
pos = UnityPixelSnap(pos);
#endif
return pos;
}
inline half3 calculateWorldNormal(float3 normal)
{
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldNormal(normal);
#else
return UnityObjectToWorldNormal(normal);
#endif
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
uniform sampler2D _BumpMap;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform half _BumpScale;
#endif
half3 UnpackScaleNormal(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
return packednormal.xyz * 2 - 1;
#else
half3 normal;
normal.xy = (packednormal.wy * 2 - 1);
// Note: we allow scaled normals in LWRP since we might be using fewer instructions.
#if (SHADER_TARGET >= 30) || defined(USE_LWRP) || defined(USE_URP)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
return normal;
#endif
}
inline half3 calculateWorldTangent(float4 tangent)
{
#if defined(USE_LWRP) || defined(USE_URP)
return TransformObjectToWorldDir(tangent.xyz);
#else
return UnityObjectToWorldDir(tangent);
#endif
}
inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentSign)
{
//When calculating the binormal we have to flip it when the mesh is scaled negatively.
//Normally this would just be unity_WorldTransformParams.w but this isn't set correctly by Unity for its SpriteRenderer meshes so get from objectToWorld matrix scale instead.
half worldTransformSign = sign(unity_ObjectToWorld[0][0] * unity_ObjectToWorld[1][1] * unity_ObjectToWorld[2][2]);
half sign = tangentSign * worldTransformSign;
return cross(normalWorld, tangentWorld) * sign;
}
inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
{
half3 localNormal = UnpackScaleNormal(tex2D(_BumpMap, texUV), _BumpScale);
half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
half3 normal = normalize(mul(localNormal, rotation));
return normal;
}
#endif // _NORMALMAP
////////////////////////////////////////
// Blending functions
//
inline fixed4 prepareLitPixelForOutput(fixed4 finalPixel, fixed textureAlpha, fixed colorAlpha) : SV_Target
{
#if defined(_TINT_BLACK_ON)
const bool applyPMA = false;
#else
const bool applyPMA = true;
#endif
#if defined(_ALPHABLEND_ON)
//Normal Alpha
if (applyPMA) finalPixel.rgb *= finalPixel.a;
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
//PMA vertex, straight texture
if (applyPMA) finalPixel.rgb *= textureAlpha;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha, both vertex and texture
// texture and vertex colors are premultiplied already
#elif defined(_MULTIPLYBLEND)
//Multiply
finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
#elif defined(_MULTIPLYBLEND_X2)
//Multiply x2
finalPixel.rgb *= 2.0f;
finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
#elif defined(_ADDITIVEBLEND)
//Additive
finalPixel *= 2.0f;
if (applyPMA) finalPixel.rgb *= colorAlpha;
#elif defined(_ADDITIVEBLEND_SOFT)
//Additive soft
if (applyPMA) finalPixel.rgb *= finalPixel.a;
#else
//Opaque
finalPixel.a = 1;
#endif
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
#if !defined(_TINT_BLACK_ON)
fixed4 finalPixel = texureColor * color * fixed4(lighting, 1);
#else
fixed4 finalPixel = texureColor * fixed4(lighting, 1);
#endif
finalPixel = prepareLitPixelForOutput(finalPixel, texureColor.a, color.a);
return finalPixel;
}
inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), lighting);
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
finalPixel.a = 1.0;
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
//PMA vertex, straight texture
finalPixel.rgb = texureColor.rgb * lighting * color.rgb * texureColor.a;
finalPixel.a = 1.0;
#elif defined(_ALPHAPREMULTIPLY_ON)
//Pre multiplied alpha, both vertex and texture
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#else
//Opaque
finalPixel.rgb = texureColor.rgb * lighting * color.rgb;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
{
fixed4 finalPixel;
#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_MULTIPLYBLEND) || defined(_MULTIPLYBLEND_X2) || defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//Normal Alpha, Additive and Multiply modes
finalPixel.rgb = (texureColor.rgb * lighting) * texureColor.a;
finalPixel.a = 1.0;
#else
//Pre multiplied alpha and Opaque
finalPixel.rgb = texureColor.rgb * lighting;
finalPixel.a = 1.0;
#endif
return finalPixel;
}
inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, color, fixed3(1, 1, 1));
}
inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
{
// note: we let the optimizer work, removed duplicate code.
return calculateLitPixel(texureColor, fixed4(1, 1, 1, 1), fixed3(1, 1, 1));
}
////////////////////////////////////////
// Alpha Clipping
//
#if defined(_ALPHA_CLIP)
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed _Cutoff;
#endif
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
#else
#define ALPHA_CLIP(pixel, color)
#endif
////////////////////////////////////////
// Additive Slot blend mode
// return unlit textureColor, alpha clip textureColor.a only
//
// [Deprecated] RETURN_UNLIT_IF_ADDITIVE_SLOT macro will be removed in future versions.
// Use RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT instead.
#if defined(_ALPHAPREMULTIPLY_ON) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return texureColor * vertexColor;\
}
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return texureColor * texureColor.a * vertexColor;\
}
#else
#define RETURN_UNLIT_IF_ADDITIVE_SLOT(textureColor, vertexColor)
#endif
// Replacement for deprecated RETURN_UNLIT_IF_ADDITIVE_SLOT macro.
#if (defined(_ALPHAPREMULTIPLY_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)) && !defined(_LIGHT_AFFECTS_ADDITIVE)
#if defined(_TINT_BLACK_ON)
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) fragTintedColor(texureColor, darkVertexColor, vertexColor, lightColorA, darkColorA)
#elif defined(_ALPHAPREMULTIPLY_VERTEX_ONLY)
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) (texureColor * texureColor.a * vertexColor)
#else
#define TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) (texureColor * vertexColor)
#endif
#define RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA) \
if (vertexColor.a == 0 && (vertexColor.r || vertexColor.g || vertexColor.b)) {\
ALPHA_CLIP(texureColor, fixed4(1, 1, 1, 1))\
return TINTED_RESULT_PIXEL(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA);\
}
#else
#define RETURN_UNLIT_IF_ADDITIVE_SLOT_TINT(textureColor, vertexColor, darkVertexColor, lightColorA, darkColorA)
#endif
////////////////////////////////////////
// Color functions
//
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _Color;
#if defined(_TINT_BLACK_ON)
uniform fixed4 _Black;
#endif
#endif
inline fixed4 calculateVertexColor(fixed4 color)
{
#if defined(_ALPHAPREMULTIPLY_ON) || _ALPHAPREMULTIPLY_VERTEX_ONLY
return PMAGammaToTargetSpace(color) * _Color;
#elif !defined (UNITY_COLORSPACE_GAMMA)
return fixed4(GammaToLinearSpace(color.rgb), color.a) * _Color;
#else
return color * _Color;
#endif
}
#if defined(_COLOR_ADJUST)
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _Hue;
uniform float _Saturation;
uniform float _Brightness;
uniform fixed4 _OverlayColor;
#endif
float3 rgb2hsv(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 hsv2rgb(float3 c)
{
c = float3(c.x, clamp(c.yz, 0.0, 1.0));
float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
inline fixed4 adjustColor(fixed4 color)
{
float3 hsv = rgb2hsv(color.rgb);
hsv.x += _Hue;
hsv.y *= _Saturation;
hsv.z *= _Brightness;
color.rgb = hsv2rgb(hsv);
return color;
}
#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
#else // !_COLOR_ADJUST
#define COLORISE(pixel)
#define COLORISE_ADDITIVE(pixel)
#endif // !_COLOR_ADJUST
////////////////////////////////////////
// Fog
//
#if defined(_FOG) && (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
inline fixed4 applyFog(fixed4 pixel, float fogCoordOrFactorAtLWRP)
{
#if defined(_ADDITIVEBLEND) || defined(_ADDITIVEBLEND_SOFT)
//In additive mode blend from clear to black based on luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0,0,0,0), fixed4(0,0,0,1), luminance);
#elif defined(_MULTIPLYBLEND)
//In multiplied mode fade to white based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(1,1,1,1), fixed4(0,0,0,0), luminance);
#elif defined(_MULTIPLYBLEND_X2)
//In multipliedx2 mode fade to grey based on inverse luminance
float luminance = pixel.r * 0.3 + pixel.g * 0.59 + pixel.b * 0.11;
fixed4 fogColor = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), fixed4(0,0,0,0), luminance);
#elif defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHAPREMULTIPLY_ON)
//In alpha blended modes blend to fog color based on pixel alpha
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
#else
//In opaque mode just return fog color;
fixed4 fogColor = unity_FogColor;
#endif
#if defined(USE_LWRP) || defined(USE_URP)
pixel.rgb = MixFogColor(pixel.rgb, fogColor.rgb, fogCoordOrFactorAtLWRP);
#else
UNITY_APPLY_FOG_COLOR(fogCoordOrFactorAtLWRP, pixel, fogColor);
#endif
return pixel;
}
#define APPLY_FOG(pixel, input) pixel = applyFog(pixel, input.fogCoord);
#define APPLY_FOG_LWRP(pixel, fogFactor) pixel = applyFog(pixel, fogFactor);
#define APPLY_FOG_ADDITIVE(pixel, input) \
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
#else
#define APPLY_FOG(pixel, input)
#define APPLY_FOG_LWRP(pixel, fogFactor)
#define APPLY_FOG_ADDITIVE(pixel, input)
#endif
////////////////////////////////////////
// Texture functions
//
uniform sampler2D _MainTex;
#if _TEXTURE_BLEND
uniform sampler2D _BlendTex;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _BlendAmount;
#endif
inline fixed4 calculateBlendedTexturePixel(float2 texcoord)
{
return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
}
#endif // _TEXTURE_BLEND
inline fixed4 calculateTexturePixel(float2 texcoord)
{
fixed4 pixel;
#if _TEXTURE_BLEND
pixel = calculateBlendedTexturePixel(texcoord);
#else
pixel = tex2D(_MainTex, texcoord);
#endif // !_TEXTURE_BLEND
#if defined(_COLOR_ADJUST)
pixel = adjustColor(pixel);
#endif // _COLOR_ADJUST
return pixel;
}
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _MainTex_ST;
#endif
inline float2 calculateTextureCoord(float4 texcoord)
{
return TRANSFORM_TEX(texcoord, _MainTex);
}
#endif // SHADER_SHARED_INCLUDED

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#ifndef SPRITE_LIGHTING_INCLUDED
#define SPRITE_LIGHTING_INCLUDED
//Check for using mesh normals
#if !defined(_FIXED_NORMALS_VIEWSPACE) && !defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) && !defined(_FIXED_NORMALS_MODELSPACE) && !defined(_FIXED_NORMALS_MODELSPACE_BACKFACE) && !defined(_FIXED_NORMALS_WORLDSPACE)
#define MESH_NORMALS
#endif
//Check for fixing backfacing tangents
#if defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) || defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
#define FIXED_NORMALS_BACKFACE_RENDERING
#endif
////////////////////////////////////////
// Vertex structs
//
struct VertexInput
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 color : COLOR;
#if defined(MESH_NORMALS)
float3 normal : NORMAL;
#endif // _FIXED_NORMALS
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
#if defined(_TINT_BLACK_ON)
float2 tintBlackRG : TEXCOORD1;
float2 tintBlackB : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////
// Normal functions
//
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float4 _FixedNormal = float4(0, 0, 1, 1);
#endif
inline float3 getFixedNormal()
{
return _FixedNormal.xyz;
}
inline float calculateBackfacingSign(float3 worldPos)
{
//If we're using fixed normals and mesh is facing away from camera, flip tangentSign
//Unity uses a left handed coordinate system so camera always looks down the negative z axis
float3 cameraForward = float3(0,0,-1);
float3 meshWorldForward = mul((float3x3)unity_ObjectToWorld, cameraForward);
float3 toCamera = _WorldSpaceCameraPos - worldPos;
return sign(dot(toCamera, meshWorldForward));
}
inline half3 calculateSpriteWorldNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return calculateWorldNormal(vertex.normal);
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
//Rotate fixed normal by inverse view matrix to convert the fixed normal into world space
float3x3 invView = transpose((float3x3)UNITY_MATRIX_V);
return normalize(mul(invView, normal));
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normal;
#else
//Model space fixed normal.
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return calculateWorldNormal(normal);
#endif
#endif // !MESH_NORMALS
}
inline half3 calculateSpriteViewNormal(VertexInput vertex, float backFaceSign)
{
#if defined(MESH_NORMALS)
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
#else // !MESH_NORMALS
float3 normal = getFixedNormal();
#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
//View space fixed normal
return normal;
#elif defined (_FIXED_NORMALS_WORLDSPACE)
//World space fixed normal
return normalize(mul((float3x3)UNITY_MATRIX_V, normal));
#else
//Model space fixed normal
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
normal *= backFaceSign;
#endif
return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
#endif
#endif // !MESH_NORMALS
}
////////////////////////////////////////
// Normal map functions
//
#if defined(_NORMALMAP)
inline half3 calculateSpriteWorldBinormal(VertexInput vertex, half3 normalWorld, half3 tangentWorld, float backFaceSign)
{
float tangentSign = vertex.tangent.w;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
tangentSign *= backFaceSign;
#endif
return calculateWorldBinormal(normalWorld, tangentWorld, tangentSign);
}
#endif // _NORMALMAP
#if defined(_DIFFUSE_RAMP)
////////////////////////////////////////
// Diffuse ramp functions
//
uniform sampler2D _DiffuseRamp;
inline fixed3 calculateDiffuseRamp(float ramp)
{
return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
}
inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
{
#if defined(_FULLRANGE_HARD_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * attenuation;
#elif defined(_FULLRANGE_SOFT_RAMP)
float d = angleDot;
half3 ramp = calculateDiffuseRamp(d * attenuation);
return lightColor * ramp;
#elif defined(_OLD_SOFT_RAMP)
// for unmodified behaviour with existing projects when
// the HARD_DIFFUSE_RAMP define was disabled in this file.
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d);
return lightColor * ramp * (attenuation * 2);
#else // _OLD_HARD_RAMP
// old default, for unmodified behaviour with existing projects,
// uses only the right half of the ramp texture, as
// negative angleDot is clamped to [0,1] before.
float d = angleDot * 0.5 + 0.5;
half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
return lightColor * ramp;
#endif
}
#endif // _DIFFUSE_RAMP
////////////////////////////////////////
// Rim Lighting functions
//
#ifdef _RIM_LIGHTING
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform float _RimPower;
uniform fixed4 _RimColor;
#endif
inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
{
fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
float rimPower = pow(invDot, _RimPower);
float rim = saturate(rimPower * _RimColor.a);
#if defined(_DIFFUSE_RAMP)
rim = calculateDiffuseRamp(rim).r;
#endif
return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
}
#endif //_RIM_LIGHTING
////////////////////////////////////////
// Emission functions
//
#ifdef _EMISSION
uniform sampler2D _EmissionMap;
#if !defined(USE_LWRP) && !defined(USE_URP)
uniform fixed4 _EmissionColor;
uniform float _EmissionPower;
#endif
#define APPLY_EMISSION(diffuse, uv) diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower;
#define APPLY_EMISSION_SPECULAR(pixel, uv) pixel.rgb += (tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower) * pixel.a;
#else //!_EMISSION
#define APPLY_EMISSION(diffuse, uv)
#define APPLY_EMISSION_SPECULAR(pixel, uv)
#endif //!_EMISSION
#endif // SPRITE_LIGHTING_INCLUDED

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