少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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Shader "Spine/Sprite/Pixel Lit"
{
    Properties
    {
        _MainTex ("Main Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
        _BumpMap ("Normal Map", 2D) = "bump" {}
        
        _EmissionColor("Color", Color) = (0,0,0,0)        
        _EmissionMap("Emission", 2D) = "white" {}
        _EmissionPower("Emission Power", Float) = 2.0    
        
        _DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
        
        _FixedNormal ("Fixed Normal", Vector) = (0,0,-1,1)
        _ZWrite ("Depth Write", Float) = 1.0
        _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
        _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
        
        _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
        
        [HideInInspector] _SrcBlend ("__src", Float) = 1.0
        [HideInInspector] _DstBlend ("__dst", Float) = 0.0
        [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
        [HideInInspector] _Cull ("__cull", Float) = 0.0
    }
    
    SubShader
    {
        Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" }
        LOD 200
        
        Pass
        {
            Name "FORWARD" 
            Tags { "LightMode" = "ForwardBase" }
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
            ZTest LEqual
            Cull [_Cull]
            
            CGPROGRAM
                #pragma target 3.0
                
                #pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
                #pragma shader_feature _NORMALMAP
                #pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
                #pragma shader_feature _ALPHA_CLIP
                #pragma shader_feature _EMISSION
                #pragma shader_feature _RIM_LIGHTING
                #pragma shader_feature _DIFFUSE_RAMP
                #pragma shader_feature _COLOR_ADJUST
                #pragma shader_feature _TEXTURE_BLEND
                #pragma shader_feature _SPHERICAL_HARMONICS
                #pragma shader_feature _FOG
                
                #pragma multi_compile_fwdbase
                #pragma fragmentoption ARB_precision_hint_fastest
                #pragma multi_compile_fog
                
                #pragma vertex vert
                #pragma fragment fragBase
                
                #include "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 _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
                #pragma shader_feature _NORMALMAP
                #pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
                #pragma shader_feature _ALPHA_CLIP
                #pragma shader_feature _DIFFUSE_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 vertex vert
                #pragma fragment fragAdd
                
                #include "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 multi_compile_shadowcaster
                #pragma fragmentoption ARB_precision_hint_fastest
                
                #pragma vertex vert
                #pragma fragment frag
                
                #include "SpriteShadows.cginc"
            ENDCG
        }
    }
    
    FallBack "Spine/Sprite/Unlit"
    CustomEditor "SpineSpriteShaderGUI"
}