This commit is contained in:
badlogic 2019-12-12 16:08:54 +01:00
commit 944b656517
36 changed files with 130 additions and 89 deletions

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@ -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/). 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. 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 4. Run CMake GUI from the start menu
5. Click `Browse Source` and select the directory `spine-runtimes` 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`. 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` 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. 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.
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. 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 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 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 ### 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 #### Windows
1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx) 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/). 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. 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 4. Run CMake GUI from the start menu
5. Click `Browse Source` and select the directory `spine-runtimes` 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`. 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 `SPINE_COCOS2D_X` 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. 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. 9. Click `Generate` this will create the Visual Studio solution in `spine-runtimes/spine-cocos2dx/build-v4`.
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. 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. 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-cocos2dx-example` project in the solution explorer and select `Set as Startup Project` from the context menu
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 10. Click `Local Windows Debugger` to run the example
#### macOS #### macOS

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@ -67,7 +67,7 @@
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
<Optimization>Disabled</Optimization> <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;$(IncludePath)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES;CC_ENABLE_CHIPMUNK_INTEGRATION=1;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES;CC_ENABLE_CHIPMUNK_INTEGRATION=1;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>false</MinimalRebuild> <MinimalRebuild>false</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks> <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
@ -203,14 +203,15 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
<ClCompile Include="..\..\..\spine-cpp\spine-cpp\src\spine\VertexEffect.cpp" /> <ClCompile Include="..\..\..\spine-cpp\spine-cpp\src\spine\VertexEffect.cpp" />
<ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" /> <ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" /> <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonBatch.cpp" /> <ClCompile Include="..\..\src\spine\v3\SkeletonBatch.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" /> <ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
<ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp" /> <ClCompile Include="..\..\src\spine\v3\SkeletonTwoColorBatch.cpp" />
<ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" /> <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
<ClCompile Include="..\Classes\AppDelegate.cpp" /> <ClCompile Include="..\Classes\AppDelegate.cpp" />
<ClCompile Include="..\Classes\BatchingExample.cpp" /> <ClCompile Include="..\Classes\BatchingExample.cpp" />
<ClCompile Include="..\Classes\CoinExample.cpp" /> <ClCompile Include="..\Classes\CoinExample.cpp" />
<ClCompile Include="..\Classes\GoblinsExample.cpp" /> <ClCompile Include="..\Classes\GoblinsExample.cpp" />
<ClCompile Include="..\Classes\IKExample.cpp" />
<ClCompile Include="..\Classes\MixAndMatchExample.cpp" /> <ClCompile Include="..\Classes\MixAndMatchExample.cpp" />
<ClCompile Include="..\Classes\RaptorExample.cpp" /> <ClCompile Include="..\Classes\RaptorExample.cpp" />
<ClCompile Include="..\Classes\SkeletonRendererSeparatorExample.cpp" /> <ClCompile Include="..\Classes\SkeletonRendererSeparatorExample.cpp" />
@ -300,15 +301,16 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
<ClInclude Include="..\..\..\spine-cpp\spine-cpp\include\spine\Vertices.h" /> <ClInclude Include="..\..\..\spine-cpp\spine-cpp\include\spine\Vertices.h" />
<ClInclude Include="..\..\src\spine\AttachmentVertices.h" /> <ClInclude Include="..\..\src\spine\AttachmentVertices.h" />
<ClInclude Include="..\..\src\spine\SkeletonAnimation.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\SkeletonRenderer.h" />
<ClInclude Include="..\..\src\spine\SkeletonTwoColorBatch.h" /> <ClInclude Include="..\..\src\spine\v3\SkeletonTwoColorBatch.h" />
<ClInclude Include="..\..\src\spine\spine-cocos2dx.h" /> <ClInclude Include="..\..\src\spine\spine-cocos2dx.h" />
<ClInclude Include="..\Classes\AppDelegate.h" /> <ClInclude Include="..\Classes\AppDelegate.h" />
<ClInclude Include="..\Classes\AppMacros.h" /> <ClInclude Include="..\Classes\AppMacros.h" />
<ClInclude Include="..\Classes\BatchingExample.h" /> <ClInclude Include="..\Classes\BatchingExample.h" />
<ClInclude Include="..\Classes\CoinExample.h" /> <ClInclude Include="..\Classes\CoinExample.h" />
<ClInclude Include="..\Classes\GoblinsExample.h" /> <ClInclude Include="..\Classes\GoblinsExample.h" />
<ClInclude Include="..\Classes\IKExample.h" />
<ClInclude Include="..\Classes\MixAndMatchExample.h" /> <ClInclude Include="..\Classes\MixAndMatchExample.h" />
<ClInclude Include="..\Classes\RaptorExample.h" /> <ClInclude Include="..\Classes\RaptorExample.h" />
<ClInclude Include="..\Classes\SkeletonRendererSeparatorExample.h" /> <ClInclude Include="..\Classes\SkeletonRendererSeparatorExample.h" />

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@ -27,15 +27,6 @@
<ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp"> <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp">
<Filter>spine-cocos2dx</Filter> <Filter>spine-cocos2dx</Filter>
</ClCompile> </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"> <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp">
<Filter>spine-cocos2dx</Filter> <Filter>spine-cocos2dx</Filter>
</ClCompile> </ClCompile>
@ -249,6 +240,18 @@
<ClCompile Include="..\Classes\MixAndMatchExample.cpp"> <ClCompile Include="..\Classes\MixAndMatchExample.cpp">
<Filter>src</Filter> <Filter>src</Filter>
</ClCompile> </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>
<ItemGroup> <ItemGroup>
<ClInclude Include="main.h"> <ClInclude Include="main.h">
@ -260,15 +263,6 @@
<ClInclude Include="..\..\src\spine\SkeletonAnimation.h"> <ClInclude Include="..\..\src\spine\SkeletonAnimation.h">
<Filter>spine-cocos2dx</Filter> <Filter>spine-cocos2dx</Filter>
</ClInclude> </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"> <ClInclude Include="..\..\src\spine\spine-cocos2dx.h">
<Filter>spine-cocos2dx</Filter> <Filter>spine-cocos2dx</Filter>
</ClInclude> </ClInclude>
@ -539,6 +533,18 @@
<ClInclude Include="..\Classes\MixAndMatchExample.h"> <ClInclude Include="..\Classes\MixAndMatchExample.h">
<Filter>src</Filter> <Filter>src</Filter>
</ClInclude> </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>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="game.rc"> <ResourceCompile Include="game.rc">

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@ -8,7 +8,7 @@ Shader "Spine/Special/SkeletonGhost" {
[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} [NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_TextureFade ("Texture Fade Out", Range(0,1)) = 0 _TextureFade ("Texture Fade Out", Range(0,1)) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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 { SubShader {
Tags { Tags {
@ -26,7 +26,7 @@ Shader "Spine/Special/SkeletonGhost" {
Comp[_StencilComp] Comp[_StencilComp]
Pass Keep Pass Keep
} }
Pass { Pass {
CGPROGRAM CGPROGRAM
#pragma vertex vert #pragma vertex vert
@ -35,7 +35,7 @@ Shader "Spine/Special/SkeletonGhost" {
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _Color; fixed4 _Color;
fixed _TextureFade; fixed _TextureFade;
struct VertexInput { struct VertexInput {
float4 vertex : POSITION; float4 vertex : POSITION;
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
@ -64,4 +64,4 @@ Shader "Spine/Special/SkeletonGhost" {
ENDCG ENDCG
} }
} }
} }

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@ -37,6 +37,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
protected MaterialEditor _materialEditor; protected MaterialEditor _materialEditor;
bool _showAdvancedOutlineSettings = false; bool _showAdvancedOutlineSettings = false;
bool _showStencilSettings = false;
MaterialProperty _OutlineWidth = null; MaterialProperty _OutlineWidth = null;
MaterialProperty _OutlineColor = null; MaterialProperty _OutlineColor = null;
@ -45,6 +46,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
MaterialProperty _OutlineSmoothness = null; MaterialProperty _OutlineSmoothness = null;
MaterialProperty _Use8Neighbourhood = null; MaterialProperty _Use8Neighbourhood = null;
MaterialProperty _OutlineMipLevel = 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 _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", ""); static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
@ -54,8 +57,11 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", ""); static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", "");
static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", ""); static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", "");
static GUIContent _OutlineMipLevelText = new GUIContent("Outline Mip Level", ""); 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 _OutlineAdvancedText = new GUIContent("Advanced", "");
static GUIContent _ShowStencilText = new GUIContent("Stencil", "Stencil parameters for mask interaction.");
protected const string ShaderOutlineNamePrefix = "Spine/Outline/"; protected const string ShaderOutlineNamePrefix = "Spine/Outline/";
protected const string ShaderNormalNamePrefix = "Spine/"; protected const string ShaderNormalNamePrefix = "Spine/";
@ -68,6 +74,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
base.OnGUI(materialEditor, properties); base.OnGUI(materialEditor, properties);
EditorGUILayout.Space(); EditorGUILayout.Space();
RenderStencilProperties();
EditorGUILayout.Space();
RenderOutlineProperties(); RenderOutlineProperties();
} }
@ -84,6 +92,26 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
_OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false); _OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false);
_Use8Neighbourhood = FindProperty("_Use8Neighbourhood", props, false); _Use8Neighbourhood = FindProperty("_Use8Neighbourhood", props, false);
_OutlineMipLevel = FindProperty("_OutlineMipLevel", 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 () { protected virtual void RenderOutlineProperties () {

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@ -299,6 +299,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
dataChanged |= RenderRimLightingProperties(); dataChanged |= RenderRimLightingProperties();
} }
{
EditorGUILayout.Space();
RenderStencilProperties();
}
{ {
EditorGUILayout.Space(); EditorGUILayout.Space();
RenderOutlineProperties(); RenderOutlineProperties();

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -8,13 +8,13 @@ Shader "Spine/Outline/SkeletonGraphic"
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

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@ -10,13 +10,13 @@ Shader "Spine/Outline/SkeletonGraphic Tint Black"
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0) _Black ("Black Point", Color) = (0,0,0,0)
_StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

View File

@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Fill" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton Lit" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [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. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -7,7 +7,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [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. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint Black" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

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@ -7,7 +7,7 @@ Shader "Spine/Outline/Special/Skeleton Grayscale" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -46,7 +46,7 @@ Shader "Spine/Outline/Sprite/Pixel Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -29,7 +29,7 @@ Shader "Spine/Outline/Sprite/Unlit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -47,7 +47,7 @@ Shader "Spine/Outline/Sprite/Vertex Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -10,13 +10,13 @@ Shader "Spine/SkeletonGraphic Tint Black"
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0) _Black ("Black Point", Color) = (0,0,0,0)
_StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

View File

@ -8,13 +8,13 @@ Shader "Spine/SkeletonGraphic"
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Color ("Tint", Color) = (1,1,1,1) _Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0 [HideInInspector] _Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read 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 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

View File

@ -10,7 +10,7 @@ Shader "Spine/Skeleton Fill" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -9,7 +9,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [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. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -8,7 +8,7 @@ Shader "Spine/Skeleton Lit" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [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. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -12,7 +12,7 @@ Shader "Spine/Skeleton Tint" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -14,7 +14,7 @@ Shader "Spine/Skeleton Tint Black" {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -4,7 +4,7 @@ Shader "Spine/Skeleton" {
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -9,7 +9,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -44,7 +44,7 @@ Shader "Spine/Sprite/Pixel Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -27,7 +27,7 @@ Shader "Spine/Sprite/Unlit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

View File

@ -45,7 +45,7 @@ Shader "Spine/Sprite/Vertex Lit"
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0 [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0 [HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 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
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0