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