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- // Spine/Skeleton Tint Black
- // - Two color tint
- // - UV2 and UV3 as Black Tint color.
- // - Final black tint is (UV black data and _Black/"Black Point")
- // - unlit
- // - Premultiplied alpha blending
- // - No depth, no backface culling, no fog.
-
- Shader "Spine/Skeleton Tint Black" {
- Properties {
- _Color ("Tint Color", Color) = (1,1,1,1)
- _Black ("Black Point", Color) = (0,0,0,0)
- [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
- _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
- }
-
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- LOD 100
-
- Fog { Mode Off }
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Lighting Off
-
- Pass {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- float4 _Color;
- float4 _Black;
-
- struct VertexInput {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 vertexColor : COLOR;
- };
-
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float2 uv1 : TEXCOORD1;
- float2 uv2 : TEXCOORD2;
- float4 vertexColor : COLOR;
- };
-
- VertexOutput vert (VertexInput v) {
- VertexOutput o;
- o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- o.uv = v.uv;
- o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
- o.uv1 = v.uv1;
- o.uv2 = v.uv2;
- return o;
- }
-
- float4 frag (VertexOutput i) : COLOR {
- float4 texColor = tex2D(_MainTex, i.uv);
- return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
- }
- ENDCG
- }
-
- Pass {
- Name "Caster"
- Tags { "LightMode"="ShadowCaster" }
- Offset 1, 1
-
- ZWrite On
- ZTest LEqual
-
- 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 v2f {
- V2F_SHADOW_CASTER;
- float2 uv : TEXCOORD1;
- };
-
- v2f vert (appdata_base v) {
- v2f o;
- TRANSFER_SHADOW_CASTER(o)
- o.uv = v.texcoord;
- return o;
- }
-
- float4 frag (v2f i) : COLOR {
- fixed4 texcol = tex2D(_MainTex, i.uv);
- clip(texcol.a - _Cutoff);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- }
- }
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