提交Spine插件
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Shader "Spine/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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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", 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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_ZWrite ("Depth Write", Float) = 1.0
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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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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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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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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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ZTest LEqual
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Cull [_Cull]
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
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#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _RIM_LIGHTING
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#pragma shader_feature _DIFFUSE_RAMP
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#pragma shader_feature _COLOR_ADJUST
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#pragma shader_feature _TEXTURE_BLEND
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#pragma shader_feature _SPHERICAL_HARMONICS
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#pragma shader_feature _FOG
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#pragma multi_compile_fwdbase
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fog
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma vertex vert
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#pragma fragment fragBase
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#include "CGIncludes/SpritePixelLighting.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend [_SrcBlend] One
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ZWrite Off
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ZTest LEqual
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Cull [_Cull]
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CGPROGRAM
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#pragma target 3.0
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
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#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma shader_feature _DIFFUSE_RAMP
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#pragma shader_feature _COLOR_ADJUST
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#pragma shader_feature _TEXTURE_BLEND
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#pragma shader_feature _FOG
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#pragma multi_compile_fwdadd_fullshadows
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fog
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma vertex vert
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#pragma fragment fragAdd
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#include "CGIncludes/SpritePixelLighting.cginc"
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ENDCG
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}
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Pass
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{
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Name "ShadowCaster"
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Tags { "LightMode"="ShadowCaster" }
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Offset 1, 1
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Fog { Mode Off }
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ZWrite On
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ZTest LEqual
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Cull Off
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Lighting Off
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CGPROGRAM
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_shadowcaster
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma vertex vert
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#pragma fragment frag
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#include "CGIncludes/SpriteShadows.cginc"
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ENDCG
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}
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}
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FallBack "Spine/Sprite/Unlit"
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CustomEditor "SpineSpriteShaderGUI"
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}
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