e
This commit is contained in:
@@ -1,46 +0,0 @@
|
||||
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Additive"
|
||||
|
||||
Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
|
||||
Properties {
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_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
|
||||
|
||||
// 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" }
|
||||
LOD 100
|
||||
|
||||
Fog { Mode Off }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One One
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
UsePass "Spine/Outline/Skeleton/OUTLINE"
|
||||
|
||||
UsePass "Spine/Blend Modes/Skeleton PMA Additive/NORMAL"
|
||||
|
||||
UsePass "Spine/Blend Modes/Skeleton PMA Additive/CASTER"
|
||||
}
|
||||
FallBack "Spine/Blend Modes/Skeleton PMA Additive"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0299ffae826705448b6c80ccc6a53b75
|
||||
timeCreated: 1573829476
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,46 +0,0 @@
|
||||
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Multiply"
|
||||
|
||||
Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
|
||||
Properties {
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_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
|
||||
|
||||
// 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" }
|
||||
LOD 100
|
||||
|
||||
Fog { Mode Off }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend DstColor OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
UsePass "Spine/Outline/Skeleton/OUTLINE"
|
||||
|
||||
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/NORMAL"
|
||||
|
||||
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/CASTER"
|
||||
}
|
||||
FallBack "Spine/Blend Modes/Skeleton PMA Multiply"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b3566a937643b8498d1ec6df5880b77
|
||||
timeCreated: 1573829476
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,92 +0,0 @@
|
||||
#ifndef SPINE_OUTLINE_PASS_INCLUDED
|
||||
#define SPINE_OUTLINE_PASS_INCLUDED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#ifdef SKELETON_GRAPHIC
|
||||
#include "UnityUI.cginc"
|
||||
#endif
|
||||
|
||||
#include "../../CGIncludes/Spine-Outline-Common.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
float _OutlineWidth;
|
||||
float4 _OutlineColor;
|
||||
float4 _MainTex_TexelSize;
|
||||
float _ThresholdEnd;
|
||||
float _OutlineSmoothness;
|
||||
float _OutlineMipLevel;
|
||||
int _OutlineReferenceTexWidth;
|
||||
|
||||
#ifdef SKELETON_GRAPHIC
|
||||
float4 _ClipRect;
|
||||
#endif
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertexColor : COLOR;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 pos : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float vertexColorAlpha : COLOR;
|
||||
#ifdef SKELETON_GRAPHIC
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
#endif
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
#ifdef SKELETON_GRAPHIC
|
||||
|
||||
VertexOutput vertOutlineGraphic(VertexInput v) {
|
||||
VertexOutput o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.worldPosition = v.vertex;
|
||||
o.pos = UnityObjectToClipPos(o.worldPosition);
|
||||
o.uv = v.uv;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
o.pos.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
|
||||
#endif
|
||||
|
||||
o.vertexColorAlpha = v.vertexColor.a;
|
||||
return o;
|
||||
}
|
||||
|
||||
#else // !SKELETON_GRAPHIC
|
||||
|
||||
VertexOutput vertOutline(VertexInput v) {
|
||||
VertexOutput o;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
o.pos = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = v.uv;
|
||||
o.vertexColorAlpha = v.vertexColor.a;
|
||||
return o;
|
||||
}
|
||||
#endif
|
||||
|
||||
float4 fragOutline(VertexOutput i) : SV_Target {
|
||||
|
||||
float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
|
||||
_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
|
||||
_OutlineSmoothness, _ThresholdEnd, _OutlineColor);
|
||||
|
||||
#ifdef SKELETON_GRAPHIC
|
||||
texColor *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
|
||||
#endif
|
||||
|
||||
return texColor;
|
||||
}
|
||||
|
||||
#endif // SPINE_OUTLINE_PASS_INCLUDED
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ec781e799f97504c8a418e168759f70
|
||||
timeCreated: 1574096529
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e8ed065898e65f4d9303492725fb912
|
||||
folderAsset: yes
|
||||
timeCreated: 1573829873
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,43 +0,0 @@
|
||||
// Outline shader variant of "Spine/Skeleton Fill"
|
||||
|
||||
Shader "Spine/Outline/Skeleton Fill" {
|
||||
Properties {
|
||||
_FillColor ("FillColor", Color) = (1,1,1,1)
|
||||
_FillPhase ("FillPhase", Range(0, 1)) = 0
|
||||
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// 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" }
|
||||
Blend One OneMinusSrcAlpha
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
UsePass "Spine/Outline/Skeleton/OUTLINE"
|
||||
|
||||
UsePass "Spine/Skeleton Fill/NORMAL"
|
||||
|
||||
UsePass "Spine/Skeleton Fill/CASTER"
|
||||
}
|
||||
FallBack "Spine/Skeleton Fill"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e158cbe58baa093438feb3d691f3daba
|
||||
timeCreated: 1573817434
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,40 +0,0 @@
|
||||
// Outline shader variant of "Spine/Skeleton Lit"
|
||||
|
||||
Shader "Spine/Outline/Skeleton Lit" {
|
||||
Properties {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// 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" }
|
||||
LOD 100
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
UsePass "Spine/Outline/Skeleton/OUTLINE"
|
||||
|
||||
UsePass "Spine/Skeleton Lit/NORMAL"
|
||||
|
||||
UsePass "Spine/Skeleton Lit/CASTER"
|
||||
}
|
||||
FallBack "Spine/Skeleton Lit"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 10fab3f69a099be4391fe8a1ad880c65
|
||||
timeCreated: 1573828963
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,41 +0,0 @@
|
||||
// Outline shader variant of "Spine/Skeleton Lit ZWrite"
|
||||
|
||||
Shader "Spine/Outline/Skeleton Lit ZWrite" {
|
||||
Properties {
|
||||
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
|
||||
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// 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" }
|
||||
LOD 100
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
UsePass "Spine/Outline/Skeleton/OUTLINE"
|
||||
|
||||
UsePass "Spine/Skeleton Lit ZWrite/NORMAL"
|
||||
|
||||
UsePass "Spine/Skeleton Lit ZWrite/CASTER"
|
||||
}
|
||||
FallBack "Spine/Skeleton Lit ZWrite"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 756be4f2f738f6c4583bb1c90e16bf0b
|
||||
timeCreated: 1573828964
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,52 +0,0 @@
|
||||
// Outline shader variant of "Spine/Skeleton"
|
||||
|
||||
Shader "Spine/Outline/Skeleton" {
|
||||
Properties {
|
||||
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// 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" }
|
||||
|
||||
Fog { Mode Off }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Outline"
|
||||
CGPROGRAM
|
||||
#pragma vertex vertOutline
|
||||
#pragma fragment fragOutline
|
||||
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
|
||||
#include "CGIncludes/Spine-Outline-Pass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
UsePass "Spine/Skeleton/NORMAL"
|
||||
|
||||
UsePass "Spine/Skeleton/CASTER"
|
||||
}
|
||||
FallBack "Spine/Skeleton"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28b5cf4804845fe4b868531fd0bb81d5
|
||||
timeCreated: 1573817434
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,62 +0,0 @@
|
||||
Shader "Spine/Outline/OutlineOnly-ZWrite" {
|
||||
Properties {
|
||||
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
|
||||
_ZWriteOffset ("Depth offset", Range(0,1)) = 0.01
|
||||
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
|
||||
|
||||
// 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" }
|
||||
|
||||
Fog { Mode Off }
|
||||
Cull Off
|
||||
ZWrite Off
|
||||
Blend One OneMinusSrcAlpha
|
||||
Lighting Off
|
||||
|
||||
Stencil {
|
||||
Ref[_StencilRef]
|
||||
Comp[_StencilComp]
|
||||
Pass Keep
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "DepthOnly"
|
||||
|
||||
ZWrite On
|
||||
ColorMask 0
|
||||
Cull Off
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex DepthOnlyVertex
|
||||
#pragma fragment DepthOnlyFragment
|
||||
#include "../CGIncludes/Spine-DepthOnlyPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Outline"
|
||||
CGPROGRAM
|
||||
#pragma vertex vertOutline
|
||||
#pragma fragment fragOutline
|
||||
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
|
||||
#include "CGIncludes/Spine-Outline-Pass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Spine/Skeleton"
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 177da18c3d2e0aa4cb39990ea011973c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user