三国卡牌客户端基础资源仓库
hch
8 天以前 e35c8e096041b3cf97d91677bf8d6c4587223a9b
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Shader "Spine/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
 
        [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
        [MaterialToggle(_TINT_BLACK_ON)]  _TintBlack("Tint Black", Float) = 0
        _Black("Dark Color", Color) = (0,0,0,0)
 
        [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
        }
 
        Pass
        {
            Name "FORWARD"
            Tags { "LightMode" = "ForwardBase" }
            Blend [_SrcBlend] [_DstBlend]
            // Note: ZWrite needs to be enabled for following ForwardAdd pass, otherwise parts will look as if shining through by getting lit.
            ZWrite On
            ZTest LEqual
            Cull [_Cull]
 
            CGPROGRAM
                #pragma target 3.0
 
                #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
                #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE  _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
                #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
                #pragma shader_feature _NORMALMAP
                #pragma shader_feature _ALPHA_CLIP
                #pragma shader_feature _EMISSION
                #pragma shader_feature _RIM_LIGHTING
                #pragma shader_feature _DIFFUSE_RAMP
                #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
                #pragma shader_feature _COLOR_ADJUST
                #pragma shader_feature _TEXTURE_BLEND
                #pragma shader_feature _SPHERICAL_HARMONICS
                #pragma shader_feature _FOG
                #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
                #pragma shader_feature _TINT_BLACK_ON
 
                #pragma multi_compile_fwdbase
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma multi_compile_fog
                #pragma multi_compile _ PIXELSNAP_ON
 
                #pragma vertex vert
                #pragma fragment fragBase
 
                #include "CGIncludes/SpritePixelLighting.cginc"
            ENDCG
        }
        Pass
        {
            Name "FORWARD_DELTA"
            Tags { "LightMode" = "ForwardAdd" }
            Blend [_SrcBlend] One
            ZWrite Off
            ZTest LEqual
            Cull [_Cull]
 
            CGPROGRAM
                #pragma target 3.0
 
                #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
                #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE  _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
                #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
                #pragma shader_feature _NORMALMAP
                #pragma shader_feature _ALPHA_CLIP
                #pragma shader_feature _DIFFUSE_RAMP
                #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
                #pragma shader_feature _COLOR_ADJUST
                #pragma shader_feature _TEXTURE_BLEND
                #pragma shader_feature _FOG
 
                #pragma multi_compile_fwdadd_fullshadows
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma multi_compile_fog
                #pragma multi_compile _ PIXELSNAP_ON
 
                #pragma vertex vert
                #pragma fragment fragAdd
 
                #include "CGIncludes/SpritePixelLighting.cginc"
            ENDCG
        }
        Pass
        {
            Name "ShadowCaster"
            Tags { "LightMode"="ShadowCaster" }
            Offset 1, 1
 
            Fog { Mode Off }
            ZWrite On
            ZTest LEqual
            Cull Off
            Lighting Off
 
            CGPROGRAM
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma multi_compile_shadowcaster
                #pragma multi_compile _ PIXELSNAP_ON
 
                #pragma vertex vert
                #pragma fragment frag
 
                #include "CGIncludes/SpriteShadows.cginc"
            ENDCG
        }
    }
 
    FallBack "Spine/Sprite/Unlit"
    CustomEditor "SpineSpriteShaderGUI"
}