// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking. Shader "Spine/SkeletonGraphic Tint Black" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1 _Color ("Tint Color", Color) = (1,1,1,1) _Black ("Dark Color", Color) = (0,0,0,0) [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8 [HideInInspector] _Stencil ("Stencil ID", Float) = 0 [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255 [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255 [HideInInspector] _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 // Outline properties are drawn via custom editor. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Normal" CGPROGRAM #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #include "../CGIncludes/Spine-Common.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct VertexInput { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 vertex : SV_POSITION; half4 color : COLOR; half2 texcoord : TEXCOORD0; float4 darkColor : TEXCOORD1; float4 worldPosition : TEXCOORD2; #ifdef _CANVAS_GROUP_COMPATIBLE float canvasAlpha : TEXCOORD3; #endif UNITY_VERTEX_OUTPUT_STEREO }; half4 _Color; half4 _Black; half4 _TextureSampleAdd; float4 _ClipRect; VertexOutput vert (VertexInput IN) { VertexOutput OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g); OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + _Black.rgb; #ifdef _CANVAS_GROUP_COMPATIBLE // CanvasGroup alpha multiplies existing vertex color alpha, but // does not premultiply it to rgb components. This causes problems // with additive blending (alpha = 0), which is why we store the // alpha value in uv2.g (darkColor.a). float originalAlpha = OUT.darkColor.a; OUT.canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha; #else float originalAlpha = IN.color.a; #endif // Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already, // however incorrectly assuming straight alpha color. float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha)); OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); return OUT; } sampler2D _MainTex; #include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc" half4 frag(VertexOutput IN) : SV_Target { half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(texColor.a - 0.001); #endif float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a); #ifdef _CANVAS_GROUP_COMPATIBLE fragColor.rgba *= IN.canvasAlpha; #endif return fragColor; } ENDCG } } CustomEditor "SpineShaderWithOutlineGUI" }