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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fix Tint and TintBlack shaders ignoring alpha.
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@ -52,7 +52,7 @@ Shader "Spine/Skeleton Tint" {
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : COLOR {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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}
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ENDCG
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ENDCG
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}
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}
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@ -110,7 +110,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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clip (texColor.a - 0.001);
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clip (texColor.a - 0.001);
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#endif
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#endif
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return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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}
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ENDCG
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ENDCG
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}
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}
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@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : COLOR {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
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return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
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}
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}
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ENDCG
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ENDCG
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}
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}
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