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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Fixed fragment shader output (from COLOR to SV_Target), fixes ps4 shader compile error. Closes #1374.
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@ -102,7 +102,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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@ -40,7 +40,7 @@ vertexOutput vert(vertexInput v, float4 vertexColor : COLOR)
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uniform fixed _ShadowAlphaCutoff;
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uniform fixed _ShadowAlphaCutoff;
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fixed4 frag(vertexOutput IN) : COLOR
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fixed4 frag(vertexOutput IN) : SV_Target
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{
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{
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fixed4 texureColor = calculateTexturePixel(IN.texcoordAndAlpha.xy);
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fixed4 texureColor = calculateTexturePixel(IN.texcoordAndAlpha.xy);
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clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
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clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
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@ -43,7 +43,7 @@ vertexOutput vert(vertexInput v, float4 vertexColor : COLOR)
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uniform fixed _ShadowAlphaCutoff;
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uniform fixed _ShadowAlphaCutoff;
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fixed4 frag(vertexOutput IN) : COLOR
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fixed4 frag(vertexOutput IN) : SV_Target
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{
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{
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fixed4 texureColor = tex2D(_MainTex, IN.texcoordAndAlpha.xy);
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fixed4 texureColor = tex2D(_MainTex, IN.texcoordAndAlpha.xy);
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clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
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clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
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@ -60,7 +60,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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@ -105,7 +105,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
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uniform sampler2D _MainTex;
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed _Cutoff;
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float4 frag (v2f i) : COLOR {
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float4 frag (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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@ -60,7 +60,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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@ -60,7 +60,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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@ -105,7 +105,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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uniform sampler2D _MainTex;
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed _Cutoff;
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float4 frag (v2f i) : COLOR {
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float4 frag (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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@ -69,7 +69,7 @@ Shader "Spine/Skeleton Tint Black" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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@ -111,7 +111,7 @@ Shader "Spine/Skeleton Tint Black" {
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return o;
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return o;
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}
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}
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float4 frag (v2f i) : COLOR {
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float4 frag (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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@ -50,7 +50,7 @@ Shader "Spine/Skeleton" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex, i.uv);
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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#if defined(_STRAIGHT_ALPHA_INPUT)
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@ -95,7 +95,7 @@ Shader "Spine/Skeleton" {
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return o;
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return o;
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}
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}
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float4 frag (VertexOutput i) : COLOR {
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float4 frag (VertexOutput i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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@ -196,7 +196,7 @@ Shader "Spine/Skeleton Lit" {
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uniform sampler2D _MainTex;
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed _Cutoff;
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float4 frag (v2f i) : COLOR {
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float4 frag (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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SHADOW_CASTER_FRAGMENT(i)
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