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Shader "Spine/SkeletonGraphic Tint Black"
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{
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Properties
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{
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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{
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Tags
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{
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Pass
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{
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CGPROGRAM
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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float4 vertex : POSITION;
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float4 color : COLOR;
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ENDCG
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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"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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{
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Tags
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{
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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||||
ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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{
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex vert
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#pragma fragment frag
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||||
#pragma target 2.0
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#include "UnityCG.cginc"
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||||
#include "UnityUI.cginc"
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||||
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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||||
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struct VertexInput {
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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 {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 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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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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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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#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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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||
return OUT;
|
||||
}
|
||||
|
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sampler2D _MainTex;
|
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|
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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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|
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color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
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ENDCG
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||||
}
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}
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}
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Reference in New Issue
Block a user