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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Updated shaders to Unity 5.6.
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216441ac4a
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@ -26,7 +26,7 @@ struct VertexInput
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#if defined(_NORMALMAP)
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#if defined(_NORMALMAP)
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float4 tangent : TANGENT;
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float4 tangent : TANGENT;
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#endif // _NORMALMAP
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#endif // _NORMALMAP
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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////////////////////////////////////////
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////////////////////////////////////////
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@ -12,7 +12,7 @@ struct VertexInput
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct VertexOutput
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struct VertexOutput
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@ -286,7 +286,7 @@ struct appdata {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -327,7 +327,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -370,7 +370,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -283,7 +283,7 @@ struct appdata {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -324,7 +324,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -367,7 +367,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -286,7 +286,7 @@ struct appdata {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -327,7 +327,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -370,7 +370,7 @@ struct appdata {
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float3 normal : NORMAL;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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float4 texcoord : TEXCOORD0;
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UNITY_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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v2f vert( appdata v ) {
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v2f vert( appdata v ) {
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v2f o;
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v2f o;
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@ -1,5 +1,3 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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#ifndef SHADER_SHARED_INCLUDED
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#ifndef SHADER_SHARED_INCLUDED
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#define SHADER_SHARED_INCLUDED
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#define SHADER_SHARED_INCLUDED
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@ -1,5 +1,3 @@
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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
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Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
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Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
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// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
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// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
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@ -324,7 +324,7 @@ VertexOutput vert(VertexInput input)
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output.color = calculateVertexColor(input.color);
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output.color = calculateVertexColor(input.color);
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output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
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output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
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float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
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float3 viewPos = UnityObjectToViewPos(input.vertex);
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#if defined(PER_PIXEL_LIGHTING)
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#if defined(PER_PIXEL_LIGHTING)
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@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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}
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SubShader
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SubShader
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@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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CGPROGRAM
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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fixed4 _Color;
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#include "UnityUI.cginc"
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fixed4 _Black;
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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struct VertexInput {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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float2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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half2 texcoord : TEXCOORD0;
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half2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv2 : TEXCOORD2;
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float4 worldPosition : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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fixed4 _Color;
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fixed4 _Black;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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VertexOutput vert (VertexInput IN) {
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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VertexOutput OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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UNITY_SETUP_INSTANCE_ID(IN);
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OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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#endif
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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OUT.uv1 = IN.uv1;
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OUT.uv1 = IN.uv1;
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@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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fixed4 frag (VertexOutput IN) : SV_Target
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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{
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float4 texColor = tex2D(_MainTex, IN.texcoord);
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half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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//clip(color.a - 0.01);
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texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (texColor.a - 0.001);
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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) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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}
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}
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ENDCG
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ENDCG
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@ -1,4 +1,4 @@
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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
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Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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{
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{
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@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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}
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SubShader
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SubShader
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@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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CGPROGRAM
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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fixed4 _Color;
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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struct VertexInput {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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float4 vertex : SV_POSITION;
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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VertexOutput vert (VertexInput IN) {
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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VertexOutput OUT;
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OUT.vertex = UnityObjectToClipPos(IN.vertex);
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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#ifdef UNITY_HALF_TEXEL_OFFSET
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@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
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fixed4 frag (VertexOutput IN) : SV_Target
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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{
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half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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//clip(color.a - 0.01);
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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return color;
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}
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}
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ENDCG
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ENDCG
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@ -1,5 +1,3 @@
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/Spine/Bones" {
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Shader "Hidden/Spine/Bones" {
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Properties {
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Properties {
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_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
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_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
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