[unity] Fixed more fragment shader output declarations (from COLOR to SV_Target), fixes ps4 shader compile error. Related to commit e229dab. See #1374.

This commit is contained in:
Harald Csaszar 2019-09-03 20:03:26 +02:00
parent df81d607cb
commit 617eb38340
5 changed files with 7 additions and 7 deletions

View File

@ -56,7 +56,7 @@ Shader "Spine/Special/SkeletonGhost" {
return o;
}
fixed4 frag (VertexOutput i) : COLOR {
fixed4 frag (VertexOutput i) : SV_Target {
fixed4 tc = tex2D(_MainTex, i.uv);
tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a);
return tc * ((i.color * _Color) * tc.a);

View File

@ -105,7 +105,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : COLOR {
float4 frag (v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)

View File

@ -55,7 +55,7 @@ Shader "Spine/Skeleton Fill" {
return o;
}
float4 frag (VertexOutput i) : COLOR {
float4 frag (VertexOutput i) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
float finalAlpha = (rawColor.a * i.vertexColor.a);
@ -102,7 +102,7 @@ Shader "Spine/Skeleton Fill" {
return o;
}
float4 frag (VertexOutput i) : COLOR {
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)

View File

@ -60,7 +60,7 @@ Shader "Spine/Skeleton Tint" {
return o;
}
float4 frag (VertexOutput i) : COLOR {
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
@ -105,7 +105,7 @@ Shader "Spine/Skeleton Tint" {
return o;
}
float4 frag (VertexOutput i) : COLOR {
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)

View File

@ -53,7 +53,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
return o;
}
float4 frag (VertexOutput i) : COLOR {
float4 frag (VertexOutput i) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
float finalAlpha = (rawColor.a * i.vertexColor.a);