Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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// Outline shader variant of "Spine/Sprite/Pixel Lit"
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Shader "Spine/Outline/Sprite/Pixel Lit"
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{
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Properties
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{
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_MainTex ("Main Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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_BumpScale("Scale", Float) = 1.0
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_BumpMap ("Normal Map", 2D) = "bump" {}
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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_EmissionColor("Color", Color) = (0,0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_EmissionPower("Emission Power", Float) = 2.0
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
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_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
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_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
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_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
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_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
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_Hue("Hue", Range(-0.5,0.5)) = 0.0
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_Saturation("Saturation", Range(0,2)) = 1.0
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_Brightness("Brightness", Range(0,2)) = 1.0
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_RimPower("Rim Power", Float) = 2.0
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_RimColor ("Rim Color", Color) = (1,1,1,1)
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_BlendTex ("Blend Texture", 2D) = "white" {}
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_BlendAmount ("Blend", Range(0,1)) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
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[HideInInspector] _Cull ("__cull", Float) = 0.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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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 { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
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LOD 200
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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UsePass "Spine/Outline/Skeleton/OUTLINE"
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UsePass "Spine/Sprite/Pixel Lit/FORWARD"
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UsePass "Spine/Sprite/Pixel Lit/FORWARD_DELTA"
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UsePass "Spine/Sprite/Pixel Lit/SHADOWCASTER"
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}
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FallBack "Spine/Sprite/Pixel Lit"
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CustomEditor "SpineSpriteShaderGUI"
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}
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