Spine-SkeletonGraphic-TintBlack.shader 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158
  1. // This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
  2. Shader "Spine/SkeletonGraphic Tint Black"
  3. {
  4. Properties
  5. {
  6. [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
  7. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  8. [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
  9. _Color ("Tint Color", Color) = (1,1,1,1)
  10. _Black ("Dark Color", Color) = (0,0,0,0)
  11. [Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
  12. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
  13. [HideInInspector] _Stencil ("Stencil ID", Float) = 0
  14. [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
  15. [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
  16. [HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
  17. [HideInInspector] _ColorMask ("Color Mask", Float) = 15
  18. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
  19. // Outline properties are drawn via custom editor.
  20. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  21. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  22. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  23. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  24. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  25. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  26. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  27. }
  28. SubShader
  29. {
  30. Tags
  31. {
  32. "Queue"="Transparent"
  33. "IgnoreProjector"="True"
  34. "RenderType"="Transparent"
  35. "PreviewType"="Plane"
  36. "CanUseSpriteAtlas"="True"
  37. }
  38. Stencil
  39. {
  40. Ref [_Stencil]
  41. Comp [_StencilComp]
  42. Pass [_StencilOp]
  43. ReadMask [_StencilReadMask]
  44. WriteMask [_StencilWriteMask]
  45. }
  46. Cull Off
  47. Lighting Off
  48. ZWrite Off
  49. ZTest [unity_GUIZTestMode]
  50. Fog { Mode Off }
  51. Blend One OneMinusSrcAlpha
  52. ColorMask [_ColorMask]
  53. Pass
  54. {
  55. Name "Normal"
  56. CGPROGRAM
  57. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  58. #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
  59. #pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
  60. #pragma vertex vert
  61. #pragma fragment frag
  62. #include "UnityCG.cginc"
  63. #include "UnityUI.cginc"
  64. #include "../CGIncludes/Spine-Common.cginc"
  65. #pragma multi_compile __ UNITY_UI_ALPHACLIP
  66. struct VertexInput {
  67. float4 vertex : POSITION;
  68. float4 color : COLOR;
  69. float2 texcoord : TEXCOORD0;
  70. float2 uv1 : TEXCOORD1;
  71. float2 uv2 : TEXCOORD2;
  72. UNITY_VERTEX_INPUT_INSTANCE_ID
  73. };
  74. struct VertexOutput {
  75. float4 vertex : SV_POSITION;
  76. half4 color : COLOR;
  77. half2 texcoord : TEXCOORD0;
  78. float4 darkColor : TEXCOORD1;
  79. float4 worldPosition : TEXCOORD2;
  80. #ifdef _CANVAS_GROUP_COMPATIBLE
  81. float canvasAlpha : TEXCOORD3;
  82. #endif
  83. UNITY_VERTEX_OUTPUT_STEREO
  84. };
  85. half4 _Color;
  86. half4 _Black;
  87. half4 _TextureSampleAdd;
  88. float4 _ClipRect;
  89. VertexOutput vert (VertexInput IN) {
  90. VertexOutput OUT;
  91. UNITY_SETUP_INSTANCE_ID(IN);
  92. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
  93. OUT.worldPosition = IN.vertex;
  94. OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
  95. OUT.texcoord = IN.texcoord;
  96. OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
  97. OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + _Black.rgb;
  98. #ifdef _CANVAS_GROUP_COMPATIBLE
  99. // CanvasGroup alpha multiplies existing vertex color alpha, but
  100. // does not premultiply it to rgb components. This causes problems
  101. // with additive blending (alpha = 0), which is why we store the
  102. // alpha value in uv2.g (darkColor.a).
  103. float originalAlpha = OUT.darkColor.a;
  104. OUT.canvasAlpha = (originalAlpha == 0) ? IN.color.a : IN.color.a / originalAlpha;
  105. #else
  106. float originalAlpha = IN.color.a;
  107. #endif
  108. // Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
  109. // however incorrectly assuming straight alpha color.
  110. float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha));
  111. OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a);
  112. return OUT;
  113. }
  114. sampler2D _MainTex;
  115. #include "../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
  116. half4 frag(VertexOutput IN) : SV_Target
  117. {
  118. half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
  119. texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
  120. #ifdef UNITY_UI_ALPHACLIP
  121. clip(texColor.a - 0.001);
  122. #endif
  123. float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a);
  124. #ifdef _CANVAS_GROUP_COMPATIBLE
  125. fragColor.rgba *= IN.canvasAlpha;
  126. #endif
  127. return fragColor;
  128. }
  129. ENDCG
  130. }
  131. }
  132. CustomEditor "SpineShaderWithOutlineGUI"
  133. }