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Contributed by ToddRivers
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# Unity Sprite Shaders
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An Uber Shader specialised for rendering Sprites in Unity.
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Even though it's designed for Sprites it can be used for a whole range of uses. It supports a wide range of optional shader features that won't effect performance unless they are used.
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It also supports per-pixel effects such as normal maps and diffuse ramping whilst using Vertex Lit rendering.
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### Lighting
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The shaders support lighting using both Forward Rendering and Vertex Lit Rendering.
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Forward rendering is more accurate but is slower and crucially means the sprite has to write to depth using alpha clipping to avoid overdraw.
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Vertex lit means all lighting can be done in one pass meaning full alpha can be used.
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### Normal Mapping
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Normals maps are supported in both lighting modes (in Vertex Lit rendering data for normal mapping is packed into texture channels and then processed per pixel).
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### Blend Modes
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Easily switch between blend modes including pre-multiplied alpha, additive, multiply etc.
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### Rim Lighting
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Camera-space rim lighting is supported in both lighting modes.
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### Diffuse Ramp
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A ramp texture is optionally supported for toon shading effects.
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### Shadows
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Shadows are supported using alpha clipping.
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### Gradient based Ambient lighting
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Both lighting modes support using a gradient for ambient light. In Vertex Lit mode the Spherical Harmonics is approximated from the ground, equator and sky colors.
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### Emission Map
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An optional emission map is supported.
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### Camera Space Normals
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As sprites are 2d their normals will always be constant. The shaders allow you to define a fixed normal in camera space rather than pass through mesh normals.
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This not only saves vertex throughput but means lighting looks less 'flat' for rendering sprites with a perspective camera.
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### Color Adjustment
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The shaders allow optional adjustment of hue / saturation and brightness as well as applying a solid color overlay effect for flashing a sprite to a solid color (eg. for damage effects).
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### Fog
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Fog is optionally supported
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## To Use
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On your object's material click the drop down for shader and select Spine\Sprite\Pixel Lit, Vertex Lit or Unlit.
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@@ -1,66 +0,0 @@
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Shader "Hidden/Spine/Bones" {
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Properties {
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_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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}
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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AlphaTest Greater .01
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ColorMask RGB
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Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// #pragma multi_compile_particles
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 _Color;
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struct appdata_t {
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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// #ifdef SOFTPARTICLES_ON
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// float4 projPos : TEXCOORD1;
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// #endif
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};
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float4 _MainTex_ST;
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v2f vert (appdata_t v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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// #ifdef SOFTPARTICLES_ON
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// o.projPos = ComputeScreenPos (o.vertex);
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// COMPUTE_EYEDEPTH(o.projPos.z);
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// #endif
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o.color = v.color;
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o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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return o;
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}
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sampler2D_float _CameraDepthTexture;
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fixed4 frag (v2f i) : SV_Target {
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return i.color * _Color * tex2D(_MainTex, i.texcoord);
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}
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ENDCG
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}
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}
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}
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}
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userData:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: HiddenPass
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m_Shader: {fileID: 4800000, guid: 913475501bf19374c84390868a9d6d3d, type: 3}
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m_ShaderKeywords:
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m_LightmapFlags: 5
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m_CustomRenderQueue: -1
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stringTagMap: {}
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m_SavedProperties:
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serializedVersion: 2
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m_TexEnvs:
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name: _MainTex
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second:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- first:
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name: _Cutoff
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second: 0.1
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- first:
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name: _InvFade
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second: 1
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m_Colors:
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- first:
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name: _Color
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second: {r: 1, g: 1, b: 1, a: 1}
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name: _TintColor
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second: {r: 0.5, g: 0.5, b: 0.5, a: 0}
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Shader "Spine/Special/HiddenPass" {
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SubShader
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{
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Tags {"Queue" = "Geometry-1" }
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Lighting Off
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Pass
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{
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ZWrite Off
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ColorMask 0
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}
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}
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}
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