mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-24 02:31:24 +08:00
139 lines
4.1 KiB
Plaintext
139 lines
4.1 KiB
Plaintext
Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite" {
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Properties {
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader {
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite On
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Name "Outline"
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ZWrite On
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vertOutline
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#pragma fragment fragOutline
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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#pragma shader_feature _ _OUTLINE_FILL_INSIDE
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#define NO_CUTOFF_PARAM
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#include "../Include/Spine-Input-Outline-URP.hlsl"
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#include "../Include/Spine-Outline-Pass-URP.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask R
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-DepthOnlyPass-URP.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-DepthNormalsPass-URP.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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