Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+39
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#ifndef BLENDMODES_NORMAL_PASS_INCLUDED
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#define BLENDMODES_NORMAL_PASS_INCLUDED
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#include "UnityCG.cginc"
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#include "../CGIncludes/Spine-Common.cginc"
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uniform sampler2D _MainTex;
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uniform float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert(VertexInput v) {
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VertexOutput o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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return o;
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}
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float4 frag(VertexOutput i) : SV_Target{
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float4 texColor = tex2D(_MainTex, i.uv);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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return (texColor * i.vertexColor);
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}
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#endif
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+10
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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||||
guid: 6e28a50646b0e9542a1c93c2d9d993d0
|
||||
ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
|
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nonModifiableTextures: []
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||||
preprocessorOverride: 0
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userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
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+30
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#ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED
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#define BLENDMODES_SHADOWCASTER_PASS_INCLUDED
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float4 uvAndAlpha : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vert(appdata_base v, float4 vertexColor : COLOR) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvAndAlpha.z = 0;
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o.uvAndAlpha.a = vertexColor.a;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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float4 frag(v2f i) : SV_Target{
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a* i.uvAndAlpha.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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#endif
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+10
@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 76beace455f83a8488bf044605212b2c
|
||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
||||
nonModifiableTextures: []
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||||
preprocessorOverride: 0
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,56 @@
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#ifndef SPINE_COMMON_INCLUDED
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#define SPINE_COMMON_INCLUDED
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#if defined(USE_LWRP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#define GammaToLinearSpace SRGBToLinear
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#define LinearToGammaSpace LinearToSRGB
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#elif defined(USE_URP)
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#define GammaToLinearSpace SRGBToLinear
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#define LinearToGammaSpace LinearToSRGB
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#else
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#include "UnityCG.cginc"
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#endif
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inline half3 GammaToTargetSpace(half3 gammaColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaColor;
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#else
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return GammaToLinearSpace(gammaColor);
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#endif
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}
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inline half3 TargetToGammaSpace(half3 targetColor) {
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#if UNITY_COLORSPACE_GAMMA
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return targetColor;
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#else
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return LinearToGammaSpace(targetColor);
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#endif
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}
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inline half4 PMAGammaToTargetSpace(half4 gammaPMAColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaPMAColor;
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#else
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return gammaPMAColor.a == 0 ?
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half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
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half4(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a) * gammaPMAColor.a, gammaPMAColor.a);
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#endif
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}
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// Saturated version to prevent numerical issues that occur at CanvasRenderer
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// shader during linear-space PMA vertex color correction (countering automatic Unity conversion).
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// Note: Only use this method when the original color.rgb values lie within [0,1] range and
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// it's not an HDR color. This method is usually suitable for vertex color.
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inline half4 PMAGammaToTargetSpaceSaturated(half4 gammaPMAColor) {
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#if UNITY_COLORSPACE_GAMMA
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return gammaPMAColor;
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#else
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return gammaPMAColor.a == 0 ?
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half4(GammaToLinearSpace(gammaPMAColor.rgb), gammaPMAColor.a) :
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half4(saturate(GammaToLinearSpace(gammaPMAColor.rgb / gammaPMAColor.a)) * gammaPMAColor.a, gammaPMAColor.a);
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#endif
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}
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#endif
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: f0c09e980440e7f4f8db4f9f146d320c
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||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
|
||||
nonModifiableTextures: []
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preprocessorOverride: 0
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,41 @@
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#ifndef SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#define SPRITES_DEPTH_ONLY_PASS_INCLUDED
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float _Cutoff;
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float _ZWriteOffset;
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struct VertexInput {
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float4 positionOS : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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VertexOutput DepthOnlyVertex (VertexInput v) {
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VertexOutput o;
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o.positionCS = UnityObjectToClipPos(v.positionOS - float4(0, 0, _ZWriteOffset, 0));
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o.texcoordAndAlpha.xy = v.texcoord;
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o.texcoordAndAlpha.z = 0;
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o.texcoordAndAlpha.a = v.vertexColor.a;
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return o;
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}
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float4 DepthOnlyFragment (VertexOutput input) : SV_Target{
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float4 texColor = tex2D(_MainTex, input.texcoordAndAlpha.rg);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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clip(texColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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+9
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
|
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guid: 27351ce55d3beb643ae8d9385db21941
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||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,69 @@
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#ifndef SPINE_OUTLINE_COMMON_INCLUDED
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#define SPINE_OUTLINE_COMMON_INCLUDED
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float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
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float2 uv, float vertexColorAlpha,
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float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
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float OutlineSmoothness, float ThresholdEnd, float OutlineOpaqueAlpha, float4 OutlineColor) {
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float4 texColor = fixed4(0, 0, 0, 0);
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#if !_USE_SCREENSPACE_OUTLINE_WIDTH
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// constant width in texture space
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float outlineWidthCompensated = OutlineWidth / (OutlineReferenceTexWidth * mainTextureTexelSize.x);
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float xOffset = mainTextureTexelSize.x * outlineWidthCompensated;
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float yOffset = mainTextureTexelSize.y * outlineWidthCompensated;
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#else
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float2 ddxUV = ddx(uv);
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float2 ddyUV = ddy(uv);
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float2 ddu = float2(ddxUV.x, ddyUV.x);
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float2 ddv = float2(ddxUV.y, ddyUV.y);
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float widthScale = OutlineWidth * _ScreenParams.x / OutlineReferenceTexWidth;
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float xOffset = length(ddu) * widthScale;
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float yOffset = length(ddv) * widthScale;
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#endif
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float xOffsetDiagonal = xOffset * 0.7;
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float yOffsetDiagonal = yOffset * 0.7;
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float pixelCenter = tex2D(mainTexture, uv).a;
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float4 uvCenterWithLod = float4(uv, 0, OutlineMipLevel);
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float pixelTop = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
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float pixelBottom = tex2Dlod(mainTexture, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
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float pixelLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
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float pixelRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
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#if _USE8NEIGHBOURHOOD_ON
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float numSamples = 8;
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float pixelTopLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelTopRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
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float pixelBottomLeft = tex2Dlod(mainTexture, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float pixelBottomRight = tex2Dlod(mainTexture, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
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pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
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* vertexColorAlpha / numSamples;
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#else // 4 neighbourhood
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float numSamples = 4;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
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#endif
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float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
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float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart));
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#if !_OUTLINE_FILL_INSIDE
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outlineAlpha = saturate(outlineAlpha - pixelCenter);
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outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 0.0 : outlineAlpha;
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||||
#else
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outlineAlpha = pixelCenter > OutlineOpaqueAlpha ? 1.0 : outlineAlpha;
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#endif
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return lerp(texColor, OutlineColor, outlineAlpha);
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}
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float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
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float2 uv, float vertexColorAlpha,
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float OutlineWidth, float OutlineReferenceTexWidth, float OutlineMipLevel,
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float OutlineSmoothness, float ThresholdEnd, float4 OutlineColor) {
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return computeOutlinePixel(mainTexture, mainTextureTexelSize,
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uv, vertexColorAlpha, OutlineWidth, OutlineReferenceTexWidth, OutlineMipLevel,
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OutlineSmoothness, ThresholdEnd, 1.0, OutlineColor);
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}
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||||
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||||
#endif
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||||
+9
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
|
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guid: a8d610b87be4e82409e18a63a930d335
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||||
ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
||||
+30
@@ -0,0 +1,30 @@
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#ifndef SKELETON_LIT_COMMON_SHADOW_INCLUDED
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#define SKELETON_LIT_COMMON_SHADOW_INCLUDED
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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float4 uvAndAlpha : TEXCOORD1;
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};
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uniform float4 _MainTex_ST;
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v2f vertShadow(appdata_base v, float4 vertexColor : COLOR) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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o.uvAndAlpha.z = 0;
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o.uvAndAlpha.a = vertexColor.a;
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return o;
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}
|
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|
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uniform sampler2D _MainTex;
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uniform fixed SHADOW_CUTOFF;
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float4 fragShadow (v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a * i.uvAndAlpha.a - SHADOW_CUTOFF);
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SHADOW_CASTER_FRAGMENT(i)
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}
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||||
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||||
#endif
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||||
+9
@@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
|
||||
guid: c7297b25c81d2494e8e73b742e3c7345
|
||||
timeCreated: 1564083752
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||||
licenseType: Free
|
||||
ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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+133
@@ -0,0 +1,133 @@
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#ifndef SKELETON_LIT_COMMON_INCLUDED
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#define SKELETON_LIT_COMMON_INCLUDED
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#include "UnityCG.cginc"
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#include "CGIncludes/Spine-Common.cginc"
|
||||
|
||||
// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
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||||
#if defined(SHADER_API_GLES)
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#define LIGHT_LOOP_LIMIT 8
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||||
#elif defined(SHADER_API_N3DS)
|
||||
#define LIGHT_LOOP_LIMIT 4
|
||||
#else
|
||||
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
|
||||
#endif
|
||||
|
||||
|
||||
////////////////////////////////////////
|
||||
// Alpha Clipping
|
||||
//
|
||||
|
||||
#if defined(_ALPHA_CLIP)
|
||||
uniform fixed _Cutoff;
|
||||
#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
|
||||
#else
|
||||
#define ALPHA_CLIP(pixel, color)
|
||||
#endif
|
||||
|
||||
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
|
||||
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
|
||||
// diffuse
|
||||
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
|
||||
return color * atten;
|
||||
}
|
||||
|
||||
half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) {
|
||||
float3 dirToLight = unity_LightPosition[idx].xyz;
|
||||
half att = 1.0;
|
||||
|
||||
#if defined(POINT) || defined(SPOT)
|
||||
dirToLight -= eyePosition * unity_LightPosition[idx].w;
|
||||
|
||||
// distance attenuation
|
||||
float distSqr = dot(dirToLight, dirToLight);
|
||||
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
|
||||
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
|
||||
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
|
||||
dirToLight *= rsqrt(distSqr);
|
||||
#if defined(SPOT)
|
||||
|
||||
// spot angle attenuation
|
||||
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
|
||||
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
|
||||
att *= saturate(spotAtt);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
|
||||
return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0);
|
||||
}
|
||||
|
||||
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
|
||||
|
||||
struct appdata {
|
||||
float3 pos : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
half4 color : COLOR;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
#if defined(_TINT_BLACK_ON)
|
||||
float2 tintBlackRG : TEXCOORD1;
|
||||
float2 tintBlackB : TEXCOORD2;
|
||||
#endif
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
fixed4 color : COLOR0;
|
||||
float2 uv0 : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
VertexOutput vert (appdata v) {
|
||||
VertexOutput o;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
|
||||
half4 color = PMAGammaToTargetSpace(v.color);
|
||||
float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
|
||||
half3 fixedNormal = half3(0,0,-1);
|
||||
half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
|
||||
o.uv0 = v.uv0;
|
||||
o.pos = UnityObjectToClipPos(v.pos);
|
||||
|
||||
#ifdef _DOUBLE_SIDED_LIGHTING
|
||||
// unfortunately we have to compute the sign here in the vertex shader
|
||||
// instead of using VFACE in fragment shader stage.
|
||||
half faceSign = sign(eyeNormal.z);
|
||||
eyeNormal *= faceSign;
|
||||
#endif
|
||||
|
||||
half3 shadowedColor;
|
||||
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
|
||||
if (color.a == 0) {
|
||||
o.color = color;
|
||||
return o;
|
||||
}
|
||||
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
|
||||
|
||||
// Lights
|
||||
half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
|
||||
for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
|
||||
lcolor += computeOneLight(il, eyePos, eyeNormal, color);
|
||||
}
|
||||
|
||||
color.rgb = lcolor.rgb;
|
||||
o.color = saturate(color);
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag (VertexOutput i) : SV_Target {
|
||||
fixed4 tex = tex2D(_MainTex, i.uv0);
|
||||
ALPHA_CLIP(tex, i.color);
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
tex.rgb *= tex.a;
|
||||
#endif
|
||||
fixed4 col = tex * i.color;
|
||||
col.rgb *= 2;
|
||||
return col;
|
||||
}
|
||||
|
||||
#endif
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70c77c02aabd5e44f94aab48dd0be7b2
|
||||
timeCreated: 1564083752
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+27
@@ -0,0 +1,27 @@
|
||||
#ifndef SKELETON_TINT_COMMON_INCLUDED
|
||||
#define SKELETON_TINT_COMMON_INCLUDED
|
||||
|
||||
float4 fragTintedColor(float4 texColor, float3 darkTintColor, float4 lightTintColorPMA, float lightColorAlpha, float darkColorAlpha) {
|
||||
|
||||
float a = texColor.a * lightTintColorPMA.a;
|
||||
|
||||
#if !defined(_STRAIGHT_ALPHA_INPUT)
|
||||
float3 texDarkColor = texColor.a - texColor.rgb;
|
||||
#else
|
||||
float3 texDarkColor = (1 - texColor.rgb);
|
||||
#endif
|
||||
float3 darkColor = texDarkColor * darkTintColor.rgb * lightColorAlpha;
|
||||
float3 lightColor = texColor.rgb * lightTintColorPMA.rgb;
|
||||
|
||||
float4 fragColor = float4(darkColor + lightColor, a);
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
fragColor.rgb *= texColor.a;
|
||||
#endif
|
||||
|
||||
#if defined(_DARK_COLOR_ALPHA_ADDITIVE)
|
||||
fragColor.a = a * (1 - darkColorAlpha);
|
||||
#endif
|
||||
return fragColor;
|
||||
}
|
||||
|
||||
#endif
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc9439c8e75fb7e4c82ad725b649b047
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user