Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
3374 changed files with 680813 additions and 0 deletions
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#ifndef SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
#ifndef ENABLE_GRAYSCALE
fixed4 _Color;
#endif
fixed4 _TextureSampleAdd;
float4 _ClipRect;
#ifdef ENABLE_FILL
float4 _FillColor;
float _FillPhase;
#endif
#ifdef ENABLE_GRAYSCALE
float _GrayPhase;
#endif
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
#ifdef _CANVAS_GROUP_COMPATIBLE
half4 vertexColor = IN.color;
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
vertexColor.rgb *= vertexColor.a;
// Unfortunately we cannot perform the TargetToGamma and PMAGammaToTarget transformations,
// as these would be wrong with modified alpha.
#else
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
// Saturated version used to prevent numerical issues of certain low-alpha values.
float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
#endif
OUT.color = vertexColor;
#ifndef ENABLE_GRAYSCALE
OUT.color *= float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
#endif
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
half4 color = (texColor + _TextureSampleAdd) * IN.color;
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
#ifdef ENABLE_FILL
color.rgb = lerp(color.rgb, (_FillColor.rgb * color.a), _FillPhase); // make sure to PMA _FillColor.
#endif
#ifdef ENABLE_GRAYSCALE
color.rgb = lerp(color.rgb, dot(color.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase);
#endif
return color;
}
#endif
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#ifndef SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_TINTBLACK_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 darkColor : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
#ifdef _CANVAS_GROUP_COMPATIBLE
float canvasAlpha : TEXCOORD3;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
half4 _Color;
half4 _Black;
half4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert(VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.darkColor = float4(IN.uv1.r, IN.uv1.g, IN.uv2.r, IN.uv2.g);
#ifdef _CANVAS_GROUP_COMPATIBLE
// CanvasGroup alpha multiplies existing vertex color alpha, but
// does not premultiply it to rgb components. This causes problems
// with additive blending (alpha = 0), which is why we store the
// alpha value in uv2.g (darkColor.a) and store 1.0 in vertex color alpha.
float originalAlpha = IN.uv2.g;
OUT.canvasAlpha = IN.color.a;
#else
float originalAlpha = IN.color.a;
#endif
OUT.darkColor.rgb = GammaToTargetSpace(OUT.darkColor.rgb) + (_Black.rgb * originalAlpha);
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
float4 vertexColor = PMAGammaToTargetSpace(half4(TargetToGammaSpace(IN.color.rgb), originalAlpha));
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a);
return OUT;
}
sampler2D _MainTex;
#include "../../CGIncludes/Spine-Skeleton-Tint-Common.cginc"
half4 frag(VertexOutput IN) : SV_Target
{
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip(texColor.a - 0.001);
#endif
float4 fragColor = fragTintedColor(texColor, IN.darkColor.rgb, IN.color, _Color.a, _Black.a);
#ifdef _CANVAS_GROUP_COMPATIBLE
fragColor.rgba *= IN.canvasAlpha;
#endif
return fragColor;
}
#endif
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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.
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"
}
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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"
}
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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"
}
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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.
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"
}
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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.
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"
}
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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.
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"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
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@@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
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userData:
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@@ -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"
}
@@ -0,0 +1,9 @@
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guid: 1d081289ec7074140a6b96982be27e02
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
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@@ -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"
}
@@ -0,0 +1,9 @@
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guid: d006d50db496cce459741dc6689e2662
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -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"
}
@@ -0,0 +1,9 @@
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guid: 7cb5b7d45d2ae2847970ba2e30fdc597
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -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"
}
@@ -0,0 +1,9 @@
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guid: f64c7bc238bb2c246b8ca1912b2b6b9c
timeCreated: 1455080068
licenseType: Free
ShaderImporter:
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userData:
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