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- // Simple shader for e.g. a Quad that renders a RenderTexture.
- // Texture color is multiplied by a color property, mostly for alpha fadeout.
- Shader "Spine/RenderQuad" {
- Properties{
- _Color("Color", Color) = (1,1,1,1)
- [NoScaleOffset] _MainTex("MainTex", 2D) = "white" {}
- _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
- [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
- [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
- }
- SubShader{
- Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
- Blend One OneMinusSrcAlpha
- Cull Off
- ZWrite Off
- Lighting Off
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass {
- Name "Normal"
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _Color;
- struct VertexInput {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- };
- VertexOutput vert(VertexInput v) {
- VertexOutput o = (VertexOutput)0;
- o.uv = v.uv;
- o.vertexColor = v.vertexColor;
- o.pos = UnityObjectToClipPos(v.vertex);
- return o;
- }
- float4 frag(VertexOutput i) : SV_Target {
- float4 texColor = tex2D(_MainTex,i.uv);
- _Color.rgb *= _Color.a;
- return texColor * _Color;
- }
- ENDCG
- }
- Pass {
- Name "Caster"
- Tags { "LightMode" = "ShadowCaster" }
- Offset 1, 1
- ZWrite On
- ZTest LEqual
- Fog { Mode Off }
- Cull Off
- Lighting Off
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_shadowcaster
- #pragma fragmentoption ARB_precision_hint_fastest
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed _Cutoff;
- struct VertexOutput {
- V2F_SHADOW_CASTER;
- float4 uvAndAlpha : TEXCOORD1;
- };
- VertexOutput vert(appdata_base v, float4 vertexColor : COLOR) {
- VertexOutput o;
- o.uvAndAlpha = v.texcoord;
- o.uvAndAlpha.a = vertexColor.a;
- TRANSFER_SHADOW_CASTER(o)
- return o;
- }
- float4 frag(VertexOutput i) : SV_Target {
- fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
- clip(texcol.a* i.uvAndAlpha.a - _Cutoff);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- FallBack "Diffuse"
- }
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