三国卡牌客户端基础资源仓库
hch
2025-09-12 a0935e244cf12d62f33d4fadd04df716c60e7ae6
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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][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"
            "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"
}