// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
// Spine/Skeleton Tint
|
// - Two color tint
|
// - unlit
|
// - Premultiplied alpha blending
|
// - No depth, no backface culling, no fog.
|
|
Shader "Spine/Skeleton Tint" {
|
Properties {
|
_Color ("Tint Color", Color) = (1,1,1,1)
|
_Black ("Black Point", Color) = (0,0,0,0)
|
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
|
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
}
|
|
SubShader {
|
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
LOD 100
|
|
Fog { Mode Off }
|
Cull Off
|
ZWrite Off
|
Blend One OneMinusSrcAlpha
|
Lighting Off
|
|
Pass {
|
CGPROGRAM
|
#pragma vertex vert
|
#pragma fragment frag
|
//#pragma multi_compile_fwdbase
|
#include "UnityCG.cginc"
|
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
|
uniform float4 _Color;
|
uniform float4 _Black;
|
|
struct VertexInput {
|
float4 vertex : POSITION;
|
float2 uv : TEXCOORD0;
|
float4 vertexColor : COLOR;
|
};
|
|
struct VertexOutput {
|
float4 pos : SV_POSITION;
|
float2 uv : TEXCOORD0;
|
float4 vertexColor : COLOR;
|
};
|
|
VertexOutput vert (VertexInput v) {
|
VertexOutput o;
|
o.pos = UnityObjectToClipPos(v.vertex);
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
return o;
|
}
|
|
float4 frag (VertexOutput i) : COLOR {
|
float4 texColor = tex2D(_MainTex, i.uv);
|
return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
|
}
|
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 "UnityCG.cginc"
|
struct v2f {
|
V2F_SHADOW_CASTER;
|
float2 uv : TEXCOORD1;
|
};
|
|
uniform float4 _MainTex_ST;
|
|
v2f vert (appdata_base v) {
|
v2f o;
|
TRANSFER_SHADOW_CASTER(o)
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
return o;
|
}
|
|
uniform sampler2D _MainTex;
|
uniform fixed _Cutoff;
|
|
float4 frag (v2f i) : COLOR {
|
fixed4 texcol = tex2D(_MainTex, i.uv);
|
clip(texcol.a - _Cutoff);
|
SHADOW_CASTER_FRAGMENT(i)
|
}
|
ENDCG
|
}
|
}
|
}
|