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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 10:16:01 +08:00
Support Unity lighting.
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spine-tk2d/Assets/Spine/Shaders.meta
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spine-tk2d/Assets/Spine/Shaders.meta
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fileFormatVersion: 2
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guid: 9cb3e0bb833385047a0c479316f3d5df
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folderAsset: yes
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userData:
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spine-tk2d/Assets/Spine/Shaders/Skeleton.shader
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spine-tk2d/Assets/Spine/Shaders/Skeleton.shader
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Shader "Spine/Skeleton" {
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Properties {
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_MainTex ("Texture to blend", 2D) = "black" {}
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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Lighting Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass {
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ColorMaterial AmbientAndDiffuse
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SetTexture [_MainTex] {
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Combine texture * primary
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}
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}
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}
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}
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spine-tk2d/Assets/Spine/Shaders/Skeleton.shader.meta
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spine-tk2d/Assets/Spine/Shaders/Skeleton.shader.meta
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fileFormatVersion: 2
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guid: 1e8a610c9e01c3648bac42585e5fc676
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ShaderImporter:
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defaultTextures: []
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userData:
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84
spine-tk2d/Assets/Spine/Shaders/SkeletonLit.shader
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spine-tk2d/Assets/Spine/Shaders/SkeletonLit.shader
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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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_MainTex ("Texture to blend", 2D) = "black" {}
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}
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// 2 texture stage GPUs
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass {
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Tags { "LightMode"="Vertex" }
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ColorMaterial AmbientAndDiffuse
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Lighting On
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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Pass {
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Name "Caster"
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Tags { "LightMode"="ShadowCaster" }
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Offset 1, 1
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Fog { Mode Off }
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ZWrite On
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ZTest LEqual
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Cull Off
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vert (appdata_base v) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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float4 frag (v2f i) : COLOR {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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// 1 texture stage GPUs
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Pass {
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Tags { "LightMode"="Vertex" }
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ColorMaterial AmbientAndDiffuse
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Lighting On
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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}
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}
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5
spine-tk2d/Assets/Spine/Shaders/SkeletonLit.shader.meta
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spine-tk2d/Assets/Spine/Shaders/SkeletonLit.shader.meta
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fileFormatVersion: 2
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guid: bd83c75f51f5e23498ae22ffcdfe92c3
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ShaderImporter:
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defaultTextures: []
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userData:
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