三国卡牌客户端基础资源仓库
hch
5 天以前 e35c8e096041b3cf97d91677bf8d6c4587223a9b
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
// 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][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" }
        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"
}