三国卡牌客户端基础资源仓库
hch
2025-09-12 a0935e244cf12d62f33d4fadd04df716c60e7ae6
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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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
        [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
        [HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
        [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"
}