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- Shader "Spine/Skeleton" {
- Properties {
- _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
- [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
- }
-
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"}
-
- Fog { Mode Off }
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Lighting Off
-
- Pass {
- Fog { Mode Off }
- ColorMaterial AmbientAndDiffuse
- SetTexture [_MainTex] {
- Combine texture * primary
- }
- }
-
- 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 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
- }
- }
-
- SubShader {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
-
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Lighting Off
-
- Pass {
- ColorMaterial AmbientAndDiffuse
- SetTexture [_MainTex] {
- Combine texture * primary DOUBLE, texture * primary
- }
- }
- }
- }
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