三国卡牌客户端基础资源仓库
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7 天以前 e35c8e096041b3cf97d91677bf8d6c4587223a9b
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// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, ZWrite
 
Shader "Spine/Skeleton Lit ZWrite" {
    Properties {
        _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
        _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
        [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
        [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
        [Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
        [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 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" }
        LOD 100
 
        Stencil {
            Ref[_StencilRef]
            Comp[_StencilComp]
            Pass Keep
        }
 
        Pass {
            Name "Normal"
 
            Tags { "LightMode"="Vertex" "Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent" }
 
            ZWrite On
            Cull Off
            Blend One OneMinusSrcAlpha
 
            CGPROGRAM
            #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
            #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
            #pragma shader_feature _ _LIGHT_AFFECTS_ADDITIVE
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 2.0
 
            #define _ALPHA_CLIP
            #pragma multi_compile __ POINT SPOT
            #include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
            ENDCG
 
         }
 
        Pass {
            Name "Caster"
            Tags { "LightMode"="ShadowCaster" }
            Offset 1, 1
 
            Fog { Mode Off }
            ZWrite On
            ZTest LEqual
            Cull Off
            Lighting Off
 
            CGPROGRAM
            #pragma vertex vertShadow
            #pragma fragment fragShadow
            #pragma multi_compile_shadowcaster
            #pragma fragmentoption ARB_precision_hint_fastest
 
            #define SHADOW_CUTOFF _ShadowAlphaCutoff
            #include "CGIncludes/Spine-Skeleton-Lit-Common-Shadow.cginc"
 
            ENDCG
        }
    }
    CustomEditor "SpineShaderWithOutlineGUI"
}