// - Unlit // - Premultiplied Alpha Blending (Optional straight alpha input) // - Double-sided, no depth Shader "Spine/Special/Skeleton Grayscale" { Properties { _GrayPhase ("Phase", Range(0, 1)) = 1 [NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {} _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One OneMinusSrcAlpha Cull Off ZWrite Off Lighting Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { CGPROGRAM #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float _GrayPhase; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv = v.uv; o.vertexColor = v.vertexColor; o.pos = UnityObjectToClipPos(v.vertex); return o; } float4 frag (VertexOutput i) : COLOR { float4 rawColor = tex2D(_MainTex,i.uv); float finalAlpha = (rawColor.a * i.vertexColor.a); #if defined(_STRAIGHT_ALPHA_INPUT) rawColor.rgb *= rawColor.a; #endif rawColor.rgb *= i.vertexColor.rgb; float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase); return fixed4(finalColor, finalAlpha); } ENDCG } Pass { Name "Caster" Tags { "LightMode"="ShadowCaster" } Offset 1, 1 ZWrite On ZTest LEqual Fog { Mode Off } Cull Off Lighting Off CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" sampler2D _MainTex; fixed _Cutoff; struct VertexOutput { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; }; VertexOutput vert (appdata_base v) { VertexOutput o; o.uv = v.texcoord; TRANSFER_SHADOW_CASTER(o) return o; } float4 frag (VertexOutput i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uv); clip(texcol.a - _Cutoff); SHADOW_CASTER_FRAGMENT(i) } ENDCG } } FallBack "Diffuse" }