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[unity] SkeletonTint as optional shader.
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spine-unity/Assets/spine-unity/Modules/Shaders.meta
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9
spine-unity/Assets/spine-unity/Modules/Shaders.meta
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fileFormatVersion: 2
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guid: 3e6a65e2576c5b74dabb05c3d3fc2ae4
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folderAsset: yes
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timeCreated: 1479258132
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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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assetBundleVariant:
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Shader "Spine/Skeleton Tint" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_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" }
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LOD 100
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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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//#pragma multi_compile_fwdbase
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
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uniform float4 _Color;
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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 = mul(UNITY_MATRIX_MVP, v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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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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return (tex2D(_MainTex, i.uv) * i.vertexColor);
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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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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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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vert (appdata_base v) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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float4 frag (v2f 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: 522f03282fd79be47b306e2ef4b593fd
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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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@ -174,7 +174,7 @@ namespace Spine.Unity {
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va.ComputeWorldVertices(slot, floats);
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Bone sb = slot.bone;
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float bwx = sb.worldX, bwy = sb.worldY, ia, ib, ic, id;
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float ia, ib, ic, id, bwx = sb.worldX, bwy = sb.worldY;
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sb.GetWorldToLocalMatrix(out ia, out ib, out ic, out id);
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for (int i = 0; i < bufferTargetSize; i++) {
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