mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-16 20:11:47 +08:00
Shadows for non-lit shader.
This commit is contained in:
parent
3b8aef4890
commit
0a74525261
@ -1,21 +1,82 @@
|
||||
Shader "Spine/Skeleton" {
|
||||
Properties {
|
||||
_MainTex ("Texture to blend", 2D) = "black" {}
|
||||
}
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Properties {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
_MainTex ("Texture to blend", 2D) = "black" {}
|
||||
}
|
||||
// 2 texture stage GPUs
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary
|
||||
}
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Caster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
Offset 1, 1
|
||||
|
||||
Fog { Mode Off }
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull Off
|
||||
Lighting Off
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
// 1 texture stage GPUs
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary DOUBLE, texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,21 +1,82 @@
|
||||
Shader "Spine/Skeleton" {
|
||||
Properties {
|
||||
_MainTex ("Texture to blend", 2D) = "black" {}
|
||||
}
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
Properties {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
_MainTex ("Texture to blend", 2D) = "black" {}
|
||||
}
|
||||
// 2 texture stage GPUs
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary
|
||||
}
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Caster"
|
||||
Tags { "LightMode"="ShadowCaster" }
|
||||
Offset 1, 1
|
||||
|
||||
Fog { Mode Off }
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Cull Off
|
||||
Lighting Off
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
// 1 texture stage GPUs
|
||||
SubShader {
|
||||
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
|
||||
LOD 100
|
||||
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Pass {
|
||||
ColorMaterial AmbientAndDiffuse
|
||||
SetTexture [_MainTex] {
|
||||
Combine texture * primary DOUBLE, texture * primary
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user