Spine-Special-Skeleton-Grayscale.shader 3.5 KB

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  1. // - Unlit
  2. // - Premultiplied Alpha Blending (Optional straight alpha input)
  3. // - Double-sided, no depth
  4. Shader "Spine/Special/Skeleton Grayscale" {
  5. Properties {
  6. _GrayPhase ("Phase", Range(0, 1)) = 1
  7. [NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
  8. _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
  9. [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
  10. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  11. [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
  12. // Outline properties are drawn via custom editor.
  13. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
  14. [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
  15. [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
  16. [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
  17. [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
  18. [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
  19. [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
  20. }
  21. SubShader {
  22. Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
  23. Blend One OneMinusSrcAlpha
  24. Cull Off
  25. ZWrite Off
  26. Lighting Off
  27. Stencil {
  28. Ref[_StencilRef]
  29. Comp[_StencilComp]
  30. Pass Keep
  31. }
  32. Pass {
  33. Name "Normal"
  34. CGPROGRAM
  35. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  36. #pragma vertex vert
  37. #pragma fragment frag
  38. #include "UnityCG.cginc"
  39. #include "CGIncludes/Spine-Common.cginc"
  40. sampler2D _MainTex;
  41. float _GrayPhase;
  42. struct VertexInput {
  43. float4 vertex : POSITION;
  44. float2 uv : TEXCOORD0;
  45. float4 vertexColor : COLOR;
  46. };
  47. struct VertexOutput {
  48. float4 pos : SV_POSITION;
  49. float2 uv : TEXCOORD0;
  50. float4 vertexColor : COLOR;
  51. };
  52. VertexOutput vert (VertexInput v) {
  53. VertexOutput o = (VertexOutput)0;
  54. o.uv = v.uv;
  55. o.vertexColor = PMAGammaToTargetSpace(v.vertexColor);
  56. o.pos = UnityObjectToClipPos(v.vertex);
  57. return o;
  58. }
  59. float4 frag (VertexOutput i) : SV_Target {
  60. float4 rawColor = tex2D(_MainTex,i.uv);
  61. #if defined(_STRAIGHT_ALPHA_INPUT)
  62. rawColor.rgb *= rawColor.a;
  63. #endif
  64. float finalAlpha = (rawColor.a * i.vertexColor.a);
  65. rawColor.rgb *= i.vertexColor.rgb;
  66. float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
  67. return fixed4(finalColor, finalAlpha);
  68. }
  69. ENDCG
  70. }
  71. Pass {
  72. Name "Caster"
  73. Tags { "LightMode"="ShadowCaster" }
  74. Offset 1, 1
  75. ZWrite On
  76. ZTest LEqual
  77. Fog { Mode Off }
  78. Cull Off
  79. Lighting Off
  80. CGPROGRAM
  81. #pragma vertex vert
  82. #pragma fragment frag
  83. #pragma multi_compile_shadowcaster
  84. #pragma fragmentoption ARB_precision_hint_fastest
  85. #include "UnityCG.cginc"
  86. sampler2D _MainTex;
  87. fixed _Cutoff;
  88. struct VertexOutput {
  89. V2F_SHADOW_CASTER;
  90. float4 uvAndAlpha : TEXCOORD1;
  91. };
  92. VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
  93. VertexOutput o;
  94. o.uvAndAlpha = v.texcoord;
  95. o.uvAndAlpha.a = vertexColor.a;
  96. TRANSFER_SHADOW_CASTER(o)
  97. return o;
  98. }
  99. float4 frag (VertexOutput i) : SV_Target {
  100. fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
  101. clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
  102. SHADOW_CASTER_FRAGMENT(i)
  103. }
  104. ENDCG
  105. }
  106. }
  107. FallBack "Diffuse"
  108. CustomEditor "SpineShaderWithOutlineGUI"
  109. }