mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[unity] Adjusted shader parameter defaults to straight alpha texture defaults. See #2928.
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@ -9,7 +9,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -9,7 +9,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -9,7 +9,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -4,7 +4,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -4,7 +4,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -4,7 +4,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
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Properties {
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_Color ("Tint Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/Outline/SkeletonGraphic"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -5,7 +5,7 @@ Shader "Spine/Outline/SkeletonGraphic Tint Black"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton Fill" {
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_FillPhase ("FillPhase", Range(0, 1)) = 0
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -4,7 +4,7 @@ Shader "Spine/Outline/Skeleton Lit" {
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Properties {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -4,7 +4,7 @@ Shader "Spine/Outline/Skeleton" {
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Properties {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -3,7 +3,7 @@ Shader "Spine/Outline/OutlineOnly-ZWrite" {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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_ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/Outline/Skeleton Tint" {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_Black ("Black Point", Color) = (0,0,0,0)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/Outline/Skeleton Tint Black" {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_Black ("Black Point", Color) = (0,0,0,0)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/Outline/Special/Skeleton Grayscale" {
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_GrayPhase ("Phase", Range(0, 1)) = 1
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -5,7 +5,7 @@ Shader "Spine/SkeletonGraphic Additive"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -5,7 +5,7 @@ Shader "Spine/SkeletonGraphic Fill"
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_FillColor("FillColor", Color) = (1,1,1,1)
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_FillPhase("FillPhase", Range(0, 1)) = 0
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color("Tint", Color) = (1,1,1,1)
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@ -4,7 +4,7 @@ Shader "Spine/SkeletonGraphic Grayscale"
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{
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_GrayPhase("Phase", Range(0, 1)) = 1
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
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@ -5,7 +5,7 @@ Shader "Spine/SkeletonGraphic Multiply"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -5,7 +5,7 @@ Shader "Spine/SkeletonGraphic Screen"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -5,7 +5,7 @@ Shader "Spine/SkeletonGraphic"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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@ -3,7 +3,7 @@ Shader "Spine/SkeletonGraphic Tint Black Additive"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint Color", Color) = (1,1,1,1)
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@ -3,7 +3,7 @@ Shader "Spine/SkeletonGraphic Tint Black Multiply"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint Color", Color) = (1,1,1,1)
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@ -3,7 +3,7 @@ Shader "Spine/SkeletonGraphic Tint Black Screen"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint Color", Color) = (1,1,1,1)
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@ -3,7 +3,7 @@ Shader "Spine/SkeletonGraphic Tint Black"
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint Color", Color) = (1,1,1,1)
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@ -8,7 +8,7 @@ Shader "Spine/Skeleton Fill" {
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_FillPhase ("FillPhase", Range(0, 1)) = 0
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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@ -7,7 +7,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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@ -6,7 +6,7 @@ Shader "Spine/Skeleton Lit" {
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Properties {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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@ -9,7 +9,7 @@ Shader "Spine/Skeleton Tint" {
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_Color ("Tint Color", Color) = (1,1,1,1)
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_Black ("Dark Color", Color) = (0,0,0,0)
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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@ -11,7 +11,7 @@ Shader "Spine/Skeleton Tint Black" {
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Black ("Dark Color", Color) = (0,0,0,0)
|
||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
|
||||
@ -2,7 +2,7 @@ Shader "Spine/Skeleton" {
|
||||
Properties {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[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) = 1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
|
||||
@ -7,7 +7,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
|
||||
_GrayPhase ("Phase", Range(0, 1)) = 1
|
||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
|
||||
_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) = 1
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user