[unity] SkeletonTint as optional shader.

This commit is contained in:
pharan 2016-11-18 05:44:33 +08:00
parent e95b778633
commit 2c46ad7d5c
4 changed files with 109 additions and 1 deletions

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guid: 3e6a65e2576c5b74dabb05c3d3fc2ae4
folderAsset: yes
timeCreated: 1479258132
licenseType: Free
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Shader "Spine/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_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;
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 = mul(UNITY_MATRIX_MVP, 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 {
return (tex2D(_MainTex, i.uv) * i.vertexColor);
}
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
}
}
}

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@ -174,7 +174,7 @@ namespace Spine.Unity {
va.ComputeWorldVertices(slot, floats);
Bone sb = slot.bone;
float bwx = sb.worldX, bwy = sb.worldY, ia, ib, ic, id;
float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY;
sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id);
for (int i = 0; i < bufferTargetSize; i++) {