mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8
This commit is contained in:
commit
944b656517
@ -47,13 +47,12 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
|
||||
2. Install CMake via the [Windows installer package](https://cmake.org/download/).
|
||||
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
|
||||
4. Run CMake GUI from the start menu
|
||||
5. Click `Browse Source` and select the directory `spine-runtimes`
|
||||
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
|
||||
7. Click `Configure`. Check `SPINE_COCOS2D_X`
|
||||
8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
|
||||
7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
|
||||
5. Click `Browse Source` and select the directory `spine-runtimes/spine-cocos2dx/`
|
||||
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build/` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
|
||||
7. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
|
||||
8. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
|
||||
8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
|
||||
9. Expand `References` of the libcocos2d sub project, and remove the entry for `libSpine`, which should be marked with an error.
|
||||
9. Expand `References` of the `libcocos2d` sub project, and remove the entry for `libSpine`, which should be marked with an error.
|
||||
9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
|
||||
10. Click `Local Windows Debugger` to run the example
|
||||
|
||||
@ -83,19 +82,20 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
|
||||
|
||||
### Cocos2d-x v4.x
|
||||
|
||||
Please note the [new prerequisits to compile Cocos2d-x v4 projects on different platforms](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/prerequisites.html). This includes an installation of Python 2.7.x!
|
||||
|
||||
#### Windows
|
||||
1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
|
||||
2. Install CMake via the [Windows installer package](https://cmake.org/download/).
|
||||
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
|
||||
4. Run CMake GUI from the start menu
|
||||
5. Click `Browse Source` and select the directory `spine-runtimes`
|
||||
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
|
||||
7. Click `Configure`. Check `SPINE_COCOS2D_X`
|
||||
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build-v4` directory. You can create the `build-v4` folder directly in the file dialog via `New Folder`.
|
||||
7. Click `Configure`. Check `USE_COCOS2DX_V4`
|
||||
8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
|
||||
7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
|
||||
8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
|
||||
9. Expand `References` of the libcocos2d sub project, and remove the entry for `libSpine`, which should be marked with an error.
|
||||
9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
|
||||
9. Click `Generate` this will create the Visual Studio solution in `spine-runtimes/spine-cocos2dx/build-v4`.
|
||||
8. Open the `spine-runtimes/spine-cocos2dx/build-v4/spine-cocos2dx-example.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
|
||||
9. Right click the `spine-cocos2dx-example` project in the solution explorer and select `Set as Startup Project` from the context menu
|
||||
10. Click `Local Windows Debugger` to run the example
|
||||
|
||||
#### macOS
|
||||
|
||||
@ -67,7 +67,7 @@
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(EngineRoot)external;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;..\Classes;..;%(AdditionalIncludeDirectories);$(_COCOS_HEADER_WIN32_BEGIN);$(_COCOS_HEADER_WIN32_END);$(SolutionDir)..\..\..\spine-cpp\spine-cpp\include;$(SolutionDir)..\..\src;$(IncludePath)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(EngineRoot)external;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;..\Classes;..;%(AdditionalIncludeDirectories);$(_COCOS_HEADER_WIN32_BEGIN);$(_COCOS_HEADER_WIN32_END);..\..\..\spine-cpp\spine-cpp\include;$(SolutionDir)..\..\src;$(IncludePath)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES;CC_ENABLE_CHIPMUNK_INTEGRATION=1;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<MinimalRebuild>false</MinimalRebuild>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
@ -203,14 +203,15 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
|
||||
<ClCompile Include="..\..\..\spine-cpp\spine-cpp\src\spine\VertexEffect.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\v3\SkeletonBatch.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\v3\SkeletonTwoColorBatch.cpp" />
|
||||
<ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
|
||||
<ClCompile Include="..\Classes\AppDelegate.cpp" />
|
||||
<ClCompile Include="..\Classes\BatchingExample.cpp" />
|
||||
<ClCompile Include="..\Classes\CoinExample.cpp" />
|
||||
<ClCompile Include="..\Classes\GoblinsExample.cpp" />
|
||||
<ClCompile Include="..\Classes\IKExample.cpp" />
|
||||
<ClCompile Include="..\Classes\MixAndMatchExample.cpp" />
|
||||
<ClCompile Include="..\Classes\RaptorExample.cpp" />
|
||||
<ClCompile Include="..\Classes\SkeletonRendererSeparatorExample.cpp" />
|
||||
@ -300,15 +301,16 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
|
||||
<ClInclude Include="..\..\..\spine-cpp\spine-cpp\include\spine\Vertices.h" />
|
||||
<ClInclude Include="..\..\src\spine\AttachmentVertices.h" />
|
||||
<ClInclude Include="..\..\src\spine\SkeletonAnimation.h" />
|
||||
<ClInclude Include="..\..\src\spine\SkeletonBatch.h" />
|
||||
<ClInclude Include="..\..\src\spine\v3\SkeletonBatch.h" />
|
||||
<ClInclude Include="..\..\src\spine\SkeletonRenderer.h" />
|
||||
<ClInclude Include="..\..\src\spine\SkeletonTwoColorBatch.h" />
|
||||
<ClInclude Include="..\..\src\spine\v3\SkeletonTwoColorBatch.h" />
|
||||
<ClInclude Include="..\..\src\spine\spine-cocos2dx.h" />
|
||||
<ClInclude Include="..\Classes\AppDelegate.h" />
|
||||
<ClInclude Include="..\Classes\AppMacros.h" />
|
||||
<ClInclude Include="..\Classes\BatchingExample.h" />
|
||||
<ClInclude Include="..\Classes\CoinExample.h" />
|
||||
<ClInclude Include="..\Classes\GoblinsExample.h" />
|
||||
<ClInclude Include="..\Classes\IKExample.h" />
|
||||
<ClInclude Include="..\Classes\MixAndMatchExample.h" />
|
||||
<ClInclude Include="..\Classes\RaptorExample.h" />
|
||||
<ClInclude Include="..\Classes\SkeletonRendererSeparatorExample.h" />
|
||||
|
||||
@ -27,15 +27,6 @@
|
||||
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
@ -249,6 +240,18 @@
|
||||
<ClCompile Include="..\Classes\MixAndMatchExample.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\v3\SkeletonBatch.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\v3\SkeletonTwoColorBatch.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\IKExample.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
@ -260,15 +263,6 @@
|
||||
<ClInclude Include="..\..\src\spine\SkeletonAnimation.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\SkeletonBatch.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\SkeletonRenderer.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\SkeletonTwoColorBatch.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\spine-cocos2dx.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
@ -539,6 +533,18 @@
|
||||
<ClInclude Include="..\Classes\MixAndMatchExample.h">
|
||||
<Filter>src</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\v3\SkeletonBatch.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\v3\SkeletonTwoColorBatch.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\src\spine\SkeletonRenderer.h">
|
||||
<Filter>spine-cocos2dx</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\IKExample.h">
|
||||
<Filter>src</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="game.rc">
|
||||
|
||||
@ -8,7 +8,7 @@ Shader "Spine/Special/SkeletonGhost" {
|
||||
[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
|
||||
_TextureFade ("Texture Fade Out", Range(0,1)) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
}
|
||||
SubShader {
|
||||
Tags {
|
||||
@ -26,7 +26,7 @@ Shader "Spine/Special/SkeletonGhost" {
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
|
||||
Pass {
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
@ -35,7 +35,7 @@ Shader "Spine/Special/SkeletonGhost" {
|
||||
sampler2D _MainTex;
|
||||
fixed4 _Color;
|
||||
fixed _TextureFade;
|
||||
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
@ -64,4 +64,4 @@ Shader "Spine/Special/SkeletonGhost" {
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -37,6 +37,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
|
||||
|
||||
protected MaterialEditor _materialEditor;
|
||||
bool _showAdvancedOutlineSettings = false;
|
||||
bool _showStencilSettings = false;
|
||||
|
||||
MaterialProperty _OutlineWidth = null;
|
||||
MaterialProperty _OutlineColor = null;
|
||||
@ -45,6 +46,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
|
||||
MaterialProperty _OutlineSmoothness = null;
|
||||
MaterialProperty _Use8Neighbourhood = null;
|
||||
MaterialProperty _OutlineMipLevel = null;
|
||||
MaterialProperty _StencilComp = null;
|
||||
MaterialProperty _StencilRef = null;
|
||||
|
||||
static GUIContent _EnableOutlineText = new GUIContent("Outline", "Enable outline rendering. Draws an outline by sampling 4 or 8 neighbourhood pixels at a given distance specified via 'Outline Width'.");
|
||||
static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
|
||||
@ -54,8 +57,11 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
|
||||
static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", "");
|
||||
static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", "");
|
||||
static GUIContent _OutlineMipLevelText = new GUIContent("Outline Mip Level", "");
|
||||
static GUIContent _StencilCompText = new GUIContent("Stencil Comparison", "");
|
||||
static GUIContent _StencilRefText = new GUIContent("Stencil Reference", "");
|
||||
|
||||
static GUIContent _OutlineAdvancedText = new GUIContent("Advanced", "");
|
||||
static GUIContent _ShowStencilText = new GUIContent("Stencil", "Stencil parameters for mask interaction.");
|
||||
|
||||
protected const string ShaderOutlineNamePrefix = "Spine/Outline/";
|
||||
protected const string ShaderNormalNamePrefix = "Spine/";
|
||||
@ -68,6 +74,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
|
||||
|
||||
base.OnGUI(materialEditor, properties);
|
||||
EditorGUILayout.Space();
|
||||
RenderStencilProperties();
|
||||
EditorGUILayout.Space();
|
||||
RenderOutlineProperties();
|
||||
}
|
||||
|
||||
@ -84,6 +92,26 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
|
||||
_OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false);
|
||||
_Use8Neighbourhood = FindProperty("_Use8Neighbourhood", props, false);
|
||||
_OutlineMipLevel = FindProperty("_OutlineMipLevel", props, false);
|
||||
|
||||
_StencilComp = FindProperty("_StencilComp", props, false);
|
||||
_StencilRef = FindProperty("_StencilRef", props, false);
|
||||
if (_StencilRef == null)
|
||||
_StencilRef = FindProperty("_Stencil", props, false);
|
||||
}
|
||||
|
||||
protected virtual void RenderStencilProperties () {
|
||||
if (_StencilComp == null)
|
||||
return; // not a shader supporting custom stencil operations
|
||||
|
||||
// Use default labelWidth
|
||||
EditorGUIUtility.labelWidth = 0f;
|
||||
_showStencilSettings = EditorGUILayout.Foldout(_showStencilSettings, _ShowStencilText);
|
||||
if (_showStencilSettings) {
|
||||
using (new SpineInspectorUtility.IndentScope()) {
|
||||
_materialEditor.ShaderProperty(_StencilComp, _StencilCompText);
|
||||
_materialEditor.ShaderProperty(_StencilRef, _StencilRefText);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RenderOutlineProperties () {
|
||||
|
||||
@ -299,6 +299,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
|
||||
dataChanged |= RenderRimLightingProperties();
|
||||
}
|
||||
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
RenderStencilProperties();
|
||||
}
|
||||
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
RenderOutlineProperties();
|
||||
|
||||
@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -8,13 +8,13 @@ Shader "Spine/Outline/SkeletonGraphic"
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
|
||||
@ -10,13 +10,13 @@ Shader "Spine/Outline/SkeletonGraphic Tint Black"
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_Black ("Black Point", Color) = (0,0,0,0)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Fill" {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton Lit" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector] [HideInInspector, Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint Black" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Outline/Special/Skeleton Grayscale" {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -46,7 +46,7 @@ Shader "Spine/Outline/Sprite/Pixel Lit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -29,7 +29,7 @@ Shader "Spine/Outline/Sprite/Unlit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -47,7 +47,7 @@ Shader "Spine/Outline/Sprite/Vertex Lit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -10,13 +10,13 @@ Shader "Spine/SkeletonGraphic Tint Black"
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_Black ("Black Point", Color) = (0,0,0,0)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
|
||||
@ -8,13 +8,13 @@ Shader "Spine/SkeletonGraphic"
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
|
||||
@ -10,7 +10,7 @@ Shader "Spine/Skeleton Fill" {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -9,7 +9,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector] [HideInInspector, Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -8,7 +8,7 @@ Shader "Spine/Skeleton Lit" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -12,7 +12,7 @@ Shader "Spine/Skeleton Tint" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -14,7 +14,7 @@ Shader "Spine/Skeleton Tint Black" {
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -4,7 +4,7 @@ Shader "Spine/Skeleton" {
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -9,7 +9,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -44,7 +44,7 @@ Shader "Spine/Sprite/Pixel Lit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -27,7 +27,7 @@ Shader "Spine/Sprite/Unlit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
@ -45,7 +45,7 @@ Shader "Spine/Sprite/Vertex Lit"
|
||||
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
|
||||
[HideInInspector] _Cull ("__cull", Float) = 0.0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user