Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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userData:
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+99
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#ifndef SKELETON_GRAPHIC_NORMALPASS_INCLUDED
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#define SKELETON_GRAPHIC_NORMALPASS_INCLUDED
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "../../CGIncludes/Spine-Common.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
|
||||
float4 vertex : POSITION;
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||||
float4 color : COLOR;
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||||
float2 texcoord : TEXCOORD0;
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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||||
|
||||
struct VertexOutput {
|
||||
float4 vertex : SV_POSITION;
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||||
fixed4 color : COLOR;
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||||
float2 texcoord : TEXCOORD0;
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||||
float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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||||
};
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||||
|
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#ifndef ENABLE_GRAYSCALE
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fixed4 _Color;
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#endif
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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#ifdef ENABLE_FILL
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float4 _FillColor;
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float _FillPhase;
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#endif
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#ifdef ENABLE_GRAYSCALE
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float _GrayPhase;
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#endif
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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#ifdef UNITY_HALF_TEXEL_OFFSET
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OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
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#endif
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||||
#ifdef _CANVAS_GROUP_COMPATIBLE
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half4 vertexColor = IN.color;
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||||
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
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vertexColor.rgb *= vertexColor.a;
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// Unfortunately we cannot perform the TargetToGamma and PMAGammaToTarget transformations,
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// as these would be wrong with modified alpha.
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#else
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// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
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// however incorrectly assuming straight alpha color.
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// Saturated version used to prevent numerical issues of certain low-alpha values.
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float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
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#endif
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OUT.color = vertexColor;
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#ifndef ENABLE_GRAYSCALE
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OUT.color *= float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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#endif
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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half4 texColor = tex2D(_MainTex, IN.texcoord);
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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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half4 color = (texColor + _TextureSampleAdd) * IN.color;
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color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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#ifdef ENABLE_FILL
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color.rgb = lerp(color.rgb, (_FillColor.rgb * color.a), _FillPhase); // make sure to PMA _FillColor.
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#endif
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#ifdef ENABLE_GRAYSCALE
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color.rgb = lerp(color.rgb, dot(color.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
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#endif
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return color;
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}
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||||
|
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#endif
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+7
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fileFormatVersion: 2
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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+87
@@ -0,0 +1,87 @@
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#ifndef SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
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#define SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "../../CGIncludes/Spine-Common.cginc"
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||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
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||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
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||||
float2 uv2 : TEXCOORD2;
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||||
UNITY_VERTEX_INPUT_INSTANCE_ID
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||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 vertex : SV_POSITION;
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||||
half4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 darkColor : TEXCOORD1;
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||||
float4 worldPosition : TEXCOORD2;
|
||||
#ifdef _CANVAS_GROUP_COMPATIBLE
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float canvasAlpha : TEXCOORD3;
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||||
#endif
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||||
UNITY_VERTEX_OUTPUT_STEREO
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||||
};
|
||||
|
||||
half4 _Color;
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half4 _Black;
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half4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
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||||
|
||||
VertexOutput vert(VertexInput IN) {
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||||
VertexOutput OUT;
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||||
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
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||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
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#ifdef _CANVAS_GROUP_COMPATIBLE
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// CanvasGroup alpha multiplies existing vertex color alpha, but
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// does not premultiply it to rgb components. This causes problems
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// with additive blending (alpha = 0), which is why we store the
|
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// alpha value in uv2.g (darkColor.a) and store 1.0 in vertex color alpha.
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float originalAlpha = IN.uv2.g;
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OUT.canvasAlpha = IN.color.a;
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#else
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float originalAlpha = IN.color.a;
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#endif
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OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + (_Black.rgb * originalAlpha);
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// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
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// however incorrectly assuming straight alpha color.
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float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha));
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OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a);
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return OUT;
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||||
}
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sampler2D _MainTex;
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||||
#include "../../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
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||||
half4 frag(VertexOutput IN) : SV_Target
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||||
{
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||||
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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||||
#ifdef UNITY_UI_ALPHACLIP
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clip(texColor.a - 0.001);
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#endif
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float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a);
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#ifdef _CANVAS_GROUP_COMPATIBLE
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fragColor.rgba *= IN.canvasAlpha;
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||||
#endif
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return fragColor;
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}
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||||
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#endif
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+7
@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 7d0e52884fd19064890c267e643d9183
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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+79
@@ -0,0 +1,79 @@
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// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
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||||
Shader "Spine/SkeletonGraphic Additive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One One
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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guid: a1e4ab34b07f81e4e94f0d241c416669
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||||
ShaderImporter:
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externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+80
@@ -0,0 +1,80 @@
|
||||
Shader "Spine/SkeletonGraphic Fill"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_FillColor("FillColor", Color) = (1,1,1,1)
|
||||
_FillPhase("FillPhase", Range(0, 1)) = 0
|
||||
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
_Color("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest[unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#define ENABLE_FILL
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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||||
guid: c02377d9afbb50e49ab27049e59fb5f8
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+78
@@ -0,0 +1,78 @@
|
||||
Shader "Spine/SkeletonGraphic Grayscale"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_GrayPhase("Phase", Range(0, 1)) = 1
|
||||
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue" = "Transparent"
|
||||
"IgnoreProjector" = "True"
|
||||
"RenderType" = "Transparent"
|
||||
"PreviewType" = "Plane"
|
||||
"CanUseSpriteAtlas" = "True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref[_Stencil]
|
||||
Comp[_StencilComp]
|
||||
Pass[_StencilOp]
|
||||
ReadMask[_StencilReadMask]
|
||||
WriteMask[_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest[unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask[_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#define ENABLE_GRAYSCALE
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 81eed00979b4e554cb3022dc0b83b517
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+79
@@ -0,0 +1,79 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic Multiply"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend DstColor OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfbf95ed0fe6c554c8c2ee6c8325937c
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+79
@@ -0,0 +1,79 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic Screen"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcColor
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c61244023592f95479fddd71b5067683
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+79
@@ -0,0 +1,79 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4a944606d0bb98744abd9924dae46479
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+80
@@ -0,0 +1,80 @@
|
||||
Shader "Spine/SkeletonGraphic Tint Black Additive"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Black ("Dark Color", Color) = (0,0,0,0)
|
||||
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One One
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d081289ec7074140a6b96982be27e02
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+80
@@ -0,0 +1,80 @@
|
||||
Shader "Spine/SkeletonGraphic Tint Black Multiply"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Black ("Dark Color", Color) = (0,0,0,0)
|
||||
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend DstColor OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d006d50db496cce459741dc6689e2662
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+80
@@ -0,0 +1,80 @@
|
||||
Shader "Spine/SkeletonGraphic Tint Black Screen"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Black ("Dark Color", Color) = (0,0,0,0)
|
||||
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcColor
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7cb5b7d45d2ae2847970ba2e30fdc597
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+80
@@ -0,0 +1,80 @@
|
||||
Shader "Spine/SkeletonGraphic Tint Black"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
|
||||
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
|
||||
|
||||
_Color ("Tint Color", Color) = (1,1,1,1)
|
||||
_Black ("Dark Color", Color) = (0,0,0,0)
|
||||
[Toggle(_DARK_COLOR_ALPHA_ADDITIVE)] _DarkColorAlphaAdditive("Additive DarkColor.A", Int) = 0
|
||||
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
|
||||
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
|
||||
[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
|
||||
[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
|
||||
// Outline properties are drawn via custom editor.
|
||||
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
|
||||
[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
|
||||
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
|
||||
[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
|
||||
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
|
||||
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Normal"
|
||||
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
|
||||
#pragma shader_feature _ _DARK_COLOR_ALPHA_ADDITIVE
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "../CGIncludes/Spine-SkeletonGraphic-TintBlack-NormalPass.cginc"
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
CustomEditor "SpineShaderWithOutlineGUI"
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f64c7bc238bb2c246b8ca1912b2b6b9c
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user