Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+79
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// Outline shader variant of "Spine/SkeletonGraphic"
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Shader "Spine/Outline/SkeletonGraphic"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
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[HideInInspector] _ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass {
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Name "Outline"
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CGPROGRAM
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#pragma vertex vertOutlineGraphic
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#pragma fragment fragOutline
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#define SKELETON_GRAPHIC
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#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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#pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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#include "../CGIncludes/Spine-Outline-Pass.cginc"
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ENDCG
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}
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UsePass "Spine/SkeletonGraphic/NORMAL"
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}
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FallBack "Spine/SkeletonGraphic"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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+9
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fileFormatVersion: 2
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guid: 8f5d14d2a7fedb84998c50eb96c8b748
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timeCreated: 1573829873
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licenseType: Free
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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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+71
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// Outline shader variant of "Spine/SkeletonGraphic Tint Black"
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Shader "Spine/Outline/SkeletonGraphic Tint Black"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
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[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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_Color ("Tint", Color) = (1,1,1,1)
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_Black ("Black Point", Color) = (0,0,0,0)
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
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[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
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[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
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[HideInInspector] _ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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UsePass "Spine/Outline/SkeletonGraphic/OUTLINE"
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UsePass "Spine/SkeletonGraphic Tint Black/NORMAL"
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}
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FallBack "Spine/SkeletonGraphic Tint Black"
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CustomEditor "SpineShaderWithOutlineGUI"
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}
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+9
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fileFormatVersion: 2
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guid: d55d64dd09c46af40a319933a62fa1b2
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timeCreated: 1573830121
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licenseType: Free
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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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