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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-11 17:48:45 +08:00
[unity] Add straight alpha Fill and Tint shaders.
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fileFormatVersion: 2
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guid: d6f7e10049c6d6348ae5c92ccb3825e0
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folderAsset: yes
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timeCreated: 1521392482
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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// - Unlit + no shadow
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// - Double-sided, no depth
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Shader "Spine/Straight Alpha/Skeleton Fill" {
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Properties {
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_FillColor ("FillColor", Color) = (1,1,1,1)
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_FillPhase ("FillPhase", Range(0, 1)) = 0
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[NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {}
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _FillColor;
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float _FillPhase;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv = v.uv;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 rawColor = tex2D(_MainTex,i.uv);
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float finalAlpha = (rawColor.a * i.vertexColor.a);
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float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb * rawColor.a), (_FillColor.rgb * finalAlpha), _FillPhase);
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return fixed4(finalColor, finalAlpha);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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fileFormatVersion: 2
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guid: ec3c686f972ccf5459c2b55555e6635f
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timeCreated: 1492385797
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licenseType: Free
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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// - Two color tint
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// - unlit
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// - No depth, no backface culling, no fog.
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Shader "Spine/Straight Alpha/Skeleton Tint" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_Black ("Black Point", Color) = (0,0,0,0)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _Color;
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float4 _Black;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o;
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o.pos = UnityObjectToClipPos(v.vertex); // replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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o.uv = v.uv;
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o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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return o;
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 texColor = tex2D(_MainTex, i.uv);
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texColor = float4(texColor.rgb * texColor.a, texColor.a);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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ENDCG
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}
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Pass {
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Name "Caster"
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Tags { "LightMode"="ShadowCaster" }
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Offset 1, 1
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ZWrite On
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ZTest LEqual
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Fog { Mode Off }
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Cull Off
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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struct VertexOutput {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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VertexOutput vert (appdata_base v) {
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VertexOutput o;
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o.uv = v.texcoord;
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag (VertexOutput i) : COLOR {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: c9a84b3418d033a4f9749511a6ac36d6
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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