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8 小时以前 7087e88c414b237cb782bf40da6694c40bddee5b
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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][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" }
 
        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
            #pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
            #pragma shader_feature _ _OUTLINE_FILL_INSIDE
            #include "CGIncludes/Spine-Outline-Pass.cginc"
            ENDCG
        }
 
        UsePass "Spine/Skeleton/NORMAL"
 
        UsePass "Spine/Skeleton/CASTER"
    }
    FallBack "Spine/Skeleton"
    CustomEditor "SpineShaderWithOutlineGUI"
}