105 lines
2.4 KiB
Plaintext
105 lines
2.4 KiB
Plaintext
|
// Simple shader for e.g. a Quad that renders a RenderTexture.
|
||
|
// Texture color is multiplied by a color property, mostly for alpha fadeout.
|
||
|
Shader "Spine/RenderQuad" {
|
||
|
Properties{
|
||
|
_Color("Color", Color) = (1,1,1,1)
|
||
|
[NoScaleOffset] _MainTex("MainTex", 2D) = "white" {}
|
||
|
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
|
||
|
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
|
||
|
[HideInInspector][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 {
|
||
|
Name "Normal"
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#include "UnityCG.cginc"
|
||
|
sampler2D _MainTex;
|
||
|
float4 _Color;
|
||
|
|
||
|
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) : SV_Target {
|
||
|
float4 texColor = tex2D(_MainTex,i.uv);
|
||
|
_Color.rgb *= _Color.a;
|
||
|
return texColor * _Color;
|
||
|
}
|
||
|
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;
|
||
|
float4 uvAndAlpha : TEXCOORD1;
|
||
|
};
|
||
|
|
||
|
VertexOutput vert(appdata_base v, float4 vertexColor : COLOR) {
|
||
|
VertexOutput o;
|
||
|
o.uvAndAlpha = v.texcoord;
|
||
|
o.uvAndAlpha.a = vertexColor.a;
|
||
|
TRANSFER_SHADOW_CASTER(o)
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
float4 frag(VertexOutput i) : SV_Target {
|
||
|
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
|
||
|
clip(texcol.a* i.uvAndAlpha.a - _Cutoff);
|
||
|
SHADOW_CASTER_FRAGMENT(i)
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack "Diffuse"
|
||
|
}
|