备份功能资源

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oldpeper 2024-11-04 17:29:11 +08:00
parent b689982fc9
commit 078fa0abe4
26 changed files with 30391 additions and 14016 deletions

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@ -12,6 +12,7 @@ public class GameManager : MonoBehaviour
public List<ItemData> itemDatas; public List<ItemData> itemDatas;
public List<ItemData> itemDatas1; public List<ItemData> itemDatas1;
public List<ItemData> itemDatas2; public List<ItemData> itemDatas2;
public List<RandomItemData> list;
public ItemObj seletObj public ItemObj seletObj
{ {
@ -62,21 +63,22 @@ public class GameManager : MonoBehaviour
start = true; start = true;
index = 2; index = 2;
var indexID = Random.Range(0, 4); var indexID = Random.Range(0, 4);
switch (indexID) // switch (indexID)
{ // {
case 0: // case 0:
ItemSystem.ins.InitItem(itemDatas); // ItemSystem.ins.InitItem(itemDatas);
break; // break;
case 1: // case 1:
ItemSystem.ins.InitItem(itemDatas1); // ItemSystem.ins.InitItem(itemDatas1);
break; // break;
case 2: // case 2:
ItemSystem.ins.InitItem(itemDatas2); // ItemSystem.ins.InitItem(itemDatas2);
break; // break;
default: // default:
ItemSystem.ins.InitItem(itemDatas); // ItemSystem.ins.InitItem(itemDatas);
break; // break;
} // }
ItemSystem.ins.RandomItem(list);
MapManager.ins.PlayBoxOpen(); MapManager.ins.PlayBoxOpen();
MapManager.ins.ResetLockGrid(); MapManager.ins.ResetLockGrid();
ItemSystem.ins.ResetItemOrder(); ItemSystem.ins.ResetItemOrder();
@ -127,38 +129,64 @@ public class GameManager : MonoBehaviour
} }
if (Input.GetMouseButtonUp(0)) if (Input.GetMouseButtonUp(0))
{ {
if (seletObj==null) if (seletUnlock!=null )
{ {
return; if (stopGrid!=null&& MapManager.ins.UnLockOpen(stopGrid,seletUnlock.openData))
}
if (stopGrid.GetItemObj()!=null&& stopGrid.GetItemObj()!=seletObj)
{
ItemSystem.ins.ItemLevelUp(stopGrid.GetItemObj(), seletObj);
}
else
{
if (MapManager.ins.openSave(stopGrid,seletObj))
{ {
foreach (var grid in seletObj._grids) MapManager.ins.LockRayRest(stopGrid, seletUnlock.openData,out var bo);
{ MapManager.ins.ResetRayLockGrid();
grid.item = null; seletUnlock.transform.position = MapManager.ins.lockParent.position;
} seletUnlock = null;
seletObj.startGrid = stopGrid;
ItemSystem.ins.GetGridsRest(seletObj.startGrid, seletObj);
} }
} }
if (seletObj!=null) if (seletObj!=null)
{ {
ItemSystem.ins.SetPosition(seletObj, seletObj.startGrid); if (stopGrid.GetItemObj()!=null&& stopGrid.GetItemObj()!=seletObj)
} {
ItemSystem.ins.ItemLevelUp(stopGrid.GetItemObj(), seletObj);
foreach (var item in ItemSystem.ins.itemObjs)
{
item.Reset();
}
}
else
{
if (MapManager.ins.openSave(stopGrid,seletObj))
{
foreach (var grid in seletObj._grids)
{
switch (grid.Type)
{
case GridType.box:
grid.item = null;
break;
case GridType.wait:
grid.Pop();
break;
default:
throw new ArgumentOutOfRangeException();
}
}
ItemSystem.ins.ResetItemOrder(); seletObj.startGrid = stopGrid;
stopGrid = null; ItemSystem.ins.GetGridsRest(seletObj.startGrid, seletObj);
seletObj = null; }
MapManager.ins.ResetAnimation(); }
if (seletObj!=null)
{
ItemSystem.ins.SetPosition(seletObj, seletObj.startGrid);
}
ItemSystem.ins.ResetItemOrder();
stopGrid = null;
seletObj = null;
MapManager.ins.ResetAnimation();
}
} }
if (seletObj!=null) if (seletObj!=null)
@ -197,7 +225,7 @@ public class GameManager : MonoBehaviour
if (stopGrid!=grid) if (stopGrid!=grid)
{ {
stopGrid = grid; stopGrid = grid;
MapManager.ins.LockRayRest(stopGrid, seletUnlock.openData,out var bo); MapManager.ins.RayToutchGrid(stopGrid, seletUnlock.openData);
} }
} }
} }
@ -212,5 +240,14 @@ public class GameManager : MonoBehaviour
seletObj.transform.position = mousePos; seletObj.transform.position = mousePos;
} }
if (Input.GetMouseButton(0) && seletUnlock!= null && start)
{
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
//射线检测第三个参数可根据需求设置或不设置具体看api;
Physics.Raycast(ray, out hit, 500000);
Vector3 mousePos = hit.point;
seletUnlock.transform.position = mousePos;
}
} }
} }

View File

@ -14,13 +14,13 @@ public class ItemObj : MonoBehaviour
[SerializeField] private int id = 0; [SerializeField] private int id = 0;
[SerializeField] private int maxLevel = 4; [SerializeField] private int maxLevel = 4;
[SerializeField] private string itemName; [SerializeField] private string itemName;
public int Level => level; public int Level => level;//等级
[SerializeField] private int level = 0; [SerializeField] private int level = 0;
[SerializeField] private ItemSize size; [SerializeField] private ItemSize size;//物体大小
[SerializeField] public List<Grid> _grids; [SerializeField] public List<Grid> _grids;
[SerializeField] private SkeletonAnimation spine; [SerializeField] private SkeletonAnimation spine;
public Grid startGrid; public Grid startGrid;//开始坐标
public Vector3 dev; public Vector3 dev;
public Vector3 mouseDev; public Vector3 mouseDev;
@ -31,6 +31,10 @@ public class ItemObj : MonoBehaviour
public bool LevelUp(ItemObj itemObj) public bool LevelUp(ItemObj itemObj)
{ {
if (!CanSelected())
{
return false;
}
if (itemObj.ID!=ID) if (itemObj.ID!=ID)
{ {
return false; return false;
@ -58,6 +62,23 @@ public class ItemObj : MonoBehaviour
spine.state.SetAnimation(0, "a_1", false); spine.state.SetAnimation(0, "a_1", false);
} }
public void Reset()
{
if (CanSelected())
{
MaterialPropertyBlock mats = new MaterialPropertyBlock();
mats.SetColor("_VeColor",Color.white);
spine.GetComponent<MeshRenderer>().SetPropertyBlock(mats);
}
else
{
Debug.LogError("1111");
MaterialPropertyBlock mats = new MaterialPropertyBlock();
mats.SetColor("_VeColor",Color.gray);
spine.GetComponent<MeshRenderer>().SetPropertyBlock(mats);
}
}
public void ResetOrder() public void ResetOrder()
{ {
if (_grids.Any(grid => grid.GetItemObj() != this)) if (_grids.Any(grid => grid.GetItemObj() != this))
@ -83,6 +104,7 @@ public class ItemObj : MonoBehaviour
private void Awake() private void Awake()
{ {
} }
// Start is called before the first frame update // Start is called before the first frame update

View File

@ -3,10 +3,13 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using DG.Tweening; using DG.Tweening;
using UnityEngine; using UnityEngine;
using Random = System.Random;
public class ItemSystem : MonoBehaviour public class ItemSystem : MonoBehaviour
{ {
public static ItemSystem ins; public static ItemSystem ins;
public List<UnLockGrid> unLockGrids;
[SerializeField] public Transform unLockTrans;
public Transform packPosition; public Transform packPosition;
public List<ItemObj> itemObjs=new List<ItemObj>(); public List<ItemObj> itemObjs=new List<ItemObj>();
@ -55,6 +58,141 @@ public class ItemSystem : MonoBehaviour
} }
} }
public void RandomItem(List<RandomItemData> list)
{
List<ItemObj> objs = new List<ItemObj>();
foreach (var randomItem in list)
{
for (int i = 0; i < randomItem.num; i++)
{
var obj = Instantiate(randomItem.item.gameObject, transform);
objs.Add(obj.GetComponent<ItemObj>());
}
}
var randomData = RandomSortList(objs);
ResetPool(randomData);
}
public void ResetPool(List<ItemObj> ListT)
{
List<List<StartGrid>> list = new List<List<StartGrid>>();
list.Add(new List<StartGrid>());
int x = 0;
int y = 0;
int index = 0;
List<ItemObj[,]> itemMatrix = new List<ItemObj[,]>();
itemMatrix.Add(new ItemObj[MapManager.ins.waitX, MapManager.ins.waitY]);
foreach (var item in ListT)
{
GetMatrixIndex(itemMatrix[index], item,list[index], out var bo);
if (!bo)
{
itemMatrix.Add(new ItemObj[MapManager.ins.waitX, MapManager.ins.waitY]);
list.Add(new List<StartGrid>());
index++;
GetMatrixIndex(itemMatrix[index], item,list[index], out var bos);
}
}
if (itemObjs.Count>0)
{
for (int i = itemObjs.Count-1; i >= 0; i--)
{
RestGrid(itemObjs[i]._grids);
Destroy(itemObjs[i].gameObject);
}
itemObjs = new List<ItemObj>();
}
for (int i = list.Count-1; i >= 0; i--)
{
var startData = list[i];
foreach (var start in startData)
{
start.item.startGrid = MapManager.ins.WaitGrids[start.x, start.y];
SetPosition(start.item,start.item.startGrid);
List<Grid> grids = new List<Grid>();
for (var k = start.x; k < start.x+start.item.itemSize.x; k++)
{
for (var f = start.y; f < start.y + start.item.itemSize.y; f++)
{
// MapManager.ins.WaitGrids[i, j].item = item;
MapManager.ins.WaitGrids[k, f].SaveItemObj(start.item);
grids.Add(MapManager.ins.WaitGrids[k, f]);
}
}
start.item.SetOccGrid(grids);
itemObjs.Add(start.item);
}
}
foreach (var item in itemObjs)
{
item.Reset();
}
}
public void GetMatrixIndex(ItemObj[,] itemObjs,ItemObj item,List<StartGrid> grids,out bool bo)
{
for (int i = 0; i < MapManager.ins.waitX; i++)
{
for (int j = 0; j < MapManager.ins.waitY; j++)
{
if (MatrixNull(itemObjs,item,i,j))
{
for (int k = i; k < i+item.itemSize.x; k++)
{
for (int l = 0; l < j+item.itemSize.y; l++)
{
itemObjs[k, l] = item;
}
}
var itemGrid = new StartGrid();
itemGrid.x = i;
itemGrid.y = j;
itemGrid.item = item;
grids.Add(itemGrid);
bo=true;
return;
}
}
}
bo = false;
}
public bool MatrixNull(ItemObj[,] itemObjs,ItemObj item,int x, int y)
{
if (x+item.itemSize.x>MapManager.ins.waitX||y + item.itemSize.y>MapManager.ins.waitY)
{
return false;
}
for (int i = x; i < x+item.itemSize.x; i++)
{
for (int j = y; j < y + item.itemSize.y; j++)
{
if (itemObjs[i,j]!=null)
{
return false;
}
}
}
return true;
}
public List<T> RandomSortList<T>(List<T> ListT)
{
Random random = new Random();
List<T> newList = new List<T>();
foreach (T item in ListT)
{
newList.Insert(random.Next(newList.Count + 1), item);
}
return newList;
}
public void RestGrid(List<Grid> grids) public void RestGrid(List<Grid> grids)
{ {
foreach (var grid in grids) foreach (var grid in grids)
@ -63,6 +201,11 @@ public class ItemSystem : MonoBehaviour
} }
} }
public void InsUnLock()
{
// int index = Random.Range(0, unLockGrids.Count);
// var unLock = Instantiate(unLockGrids[index].gameObject,unLockTrans);
}
public void GetGridsRest(Grid grid,ItemObj item) public void GetGridsRest(Grid grid,ItemObj item)
{ {
List<Grid> grids = new List<Grid>(); List<Grid> grids = new List<Grid>();
@ -87,13 +230,19 @@ public class ItemSystem : MonoBehaviour
} }
item.SetOccGrid(grids); item.SetOccGrid(grids);
} }
/// <summary>
/// 设置道具位置
/// </summary>
/// <param name="itemObj"></param>
/// <param name="grid"></param>
public void SetPosition(ItemObj itemObj, Grid grid) public void SetPosition(ItemObj itemObj, Grid grid)
{ {
itemObj.transform.position = grid.transform.position + itemObj.dev; itemObj.transform.position = grid.transform.position + itemObj.dev;
itemObj.type = grid.Type; itemObj.type = grid.Type;
} }
/// <summary>
/// 刷新层级
/// </summary>
public void ResetItemOrder() public void ResetItemOrder()
{ {
foreach (var item in itemObjs) foreach (var item in itemObjs)
@ -101,7 +250,9 @@ public class ItemSystem : MonoBehaviour
item.ResetOrder(); item.ResetOrder();
} }
} }
/// <summary>
/// 打包道具
/// </summary>
public void PackItem() public void PackItem()
{ {
foreach (var item in itemObjs) foreach (var item in itemObjs)
@ -125,6 +276,7 @@ public class ItemSystem : MonoBehaviour
} }
itemObjs.Remove(item1); itemObjs.Remove(item1);
Destroy(item1.gameObject); Destroy(item1.gameObject);
item0.Reset();
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
@ -144,4 +296,24 @@ public class ItemData
public int x = 0; public int x = 0;
public int y = 0; public int y = 0;
public GameObject item; public GameObject item;
}
[Serializable]
public class RandomItemData
{
public int num;
public ItemObj item;
}
[Serializable]
public class StartGrid
{
public int x;
public int y;
public ItemObj item;
}
[Serializable]
public class RandomData
{
public List<StartGrid> _list = new List<StartGrid>();
} }

View File

@ -21,6 +21,8 @@ public class Grid : MonoBehaviour
[SerializeField] private bool gridLock = true; [SerializeField] private bool gridLock = true;
public ItemObj item; public ItemObj item;
public Stack<ItemObj> stackItem=new Stack<ItemObj>(); public Stack<ItemObj> stackItem=new Stack<ItemObj>();
[SerializeField] private GameObject back;
[SerializeField] private GameObject backGrid;
public void SetData(int lx,int ly) public void SetData(int lx,int ly)
{ {
@ -31,6 +33,8 @@ public class Grid : MonoBehaviour
public void SetLock(bool gLock) public void SetLock(bool gLock)
{ {
gridLock = gLock; gridLock = gLock;
back.SetActive(false);
backGrid.SetActive(false);
if (gLock) if (gLock)
{ {
spine.gameObject.SetActive(true); spine.gameObject.SetActive(true);
@ -84,6 +88,28 @@ public class Grid : MonoBehaviour
spine.AnimationState.SetAnimation(0, "play_2", false); spine.AnimationState.SetAnimation(0, "play_2", false);
} }
} }
public void ResetBack(int index)
{
if (!gridLock)
{
switch (index)
{
case 0:
back.SetActive(true);
backGrid.SetActive(false);
break;
case 1:
back.SetActive(false);
backGrid.SetActive(true);
break;
case 2:
back.SetActive(false);
backGrid.SetActive(false);
break;
}
}
}
private void OnMouseEnter() private void OnMouseEnter()
{ {

View File

@ -15,7 +15,9 @@ public class MapManager : MonoBehaviour
[SerializeField] private GameObject gridObj; [SerializeField] private GameObject gridObj;
[SerializeField] private Transform boxGridParent; [SerializeField] private Transform boxGridParent;
[SerializeField] private List<Grid> _boxGridList; [SerializeField] private List<Grid> _boxGridList;
public int waitX => wx;
[SerializeField] private int wx; [SerializeField] private int wx;
public int waitY => wy;
[SerializeField] private int wy; [SerializeField] private int wy;
[SerializeField] private Transform waitGridParent; [SerializeField] private Transform waitGridParent;
[SerializeField] private List<Grid> _waitGridList; [SerializeField] private List<Grid> _waitGridList;
@ -91,6 +93,29 @@ public class MapManager : MonoBehaviour
} }
} }
public void RayToutchGrid(Grid grid,List<UnlockData> _list)
{
foreach (var box in _boxGridList)
{
box.ResetBack(0);
}
foreach (var data in _list)
{
if (grid.X + data.x<bx&&grid.Y + data.y<by)
{
boxGrid[grid.X + data.x, grid.Y + data.y].ResetBack(1);
}
}
}
public void ResetRayLockGrid()
{
foreach (var box in _boxGridList)
{
box.ResetBack(2);
}
}
public bool UnLockOpen(Grid grid,List<UnlockData> _list) public bool UnLockOpen(Grid grid,List<UnlockData> _list)
{ {
foreach (var data in _list) foreach (var data in _list)
@ -299,6 +324,14 @@ public class MapManager : MonoBehaviour
} }
} }
public void UnLockBackRest(Grid start,List<UnlockData> unlockDatas)
{
}
/// <summary>
/// 行李箱动画
/// </summary>
/// <param name="action"></param>
public void PlayBoxOpen(Action action=null) public void PlayBoxOpen(Action action=null)
{ {
boxGridParent.gameObject.SetActive(false); boxGridParent.gameObject.SetActive(false);

View File

@ -1,118 +1,145 @@
Shader "Spine/Skeleton" { Shader "Spine/Skeleton"
Properties { {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 Properties
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} {
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 _VeColor("VeColor",Color) =(1,1,1,1)
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor. // Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024 [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25 [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0 [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1 [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
} }
SubShader { SubShader
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } {
Tags
{
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"
}
Fog { Mode Off } Fog
Cull Off {
ZWrite Off Mode Off
Blend One OneMinusSrcAlpha }
Lighting Off Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil { Stencil
Ref[_StencilRef] {
Comp[_StencilComp] Ref[_StencilRef]
Pass Keep Comp[_StencilComp]
} Pass Keep
}
Pass { Pass
Name "Normal" {
Name "Normal"
CGPROGRAM CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "UnityCG.cginc" #include "UnityCG.cginc"
sampler2D _MainTex; sampler2D _MainTex;
float4 _VeColor;
struct VertexInput { struct VertexInput
float4 vertex : POSITION; {
float2 uv : TEXCOORD0; float4 vertex : POSITION;
float4 vertexColor : COLOR; float2 uv : TEXCOORD0;
}; float4 vertexColor : COLOR;
};
struct VertexOutput { struct VertexOutput
float4 pos : SV_POSITION; {
float2 uv : TEXCOORD0; float4 pos : SV_POSITION;
float4 vertexColor : COLOR; float2 uv : TEXCOORD0;
}; float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) { VertexOutput vert(VertexInput v)
VertexOutput o; {
o.pos = UnityObjectToClipPos(v.vertex); VertexOutput o;
o.uv = v.uv; o.pos = UnityObjectToClipPos(v.vertex);
o.vertexColor = v.vertexColor; o.uv = v.uv;
return o; o.vertexColor = v.vertexColor;
} return o;
}
float4 frag (VertexOutput i) : SV_Target { float4 frag(VertexOutput i) : SV_Target
float4 texColor = tex2D(_MainTex, i.uv); {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT) texColor = _VeColor * texColor;
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a; texColor.rgb *= texColor.a;
#endif #endif
return (texColor * i.vertexColor); return (texColor * i.vertexColor);
} }
ENDCG ENDCG
} }
Pass { Pass
Name "Caster" {
Tags { "LightMode"="ShadowCaster" } Name "Caster"
Offset 1, 1 Tags
ZWrite On {
ZTest LEqual "LightMode"="ShadowCaster"
}
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off } Fog
Cull Off {
Lighting Off Mode Off
}
Cull Off
Lighting Off
CGPROGRAM CGPROGRAM
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc" #include "UnityCG.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed _Cutoff; fixed _Cutoff;
struct VertexOutput { struct VertexOutput
V2F_SHADOW_CASTER; {
float4 uvAndAlpha : TEXCOORD1; V2F_SHADOW_CASTER;
}; float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) { VertexOutput vert(appdata_base v, float4 vertexColor : COLOR)
VertexOutput o; {
o.uvAndAlpha = v.texcoord; VertexOutput o;
o.uvAndAlpha.a = vertexColor.a; o.uvAndAlpha = v.texcoord;
TRANSFER_SHADOW_CASTER(o) o.uvAndAlpha.a = vertexColor.a;
return o; TRANSFER_SHADOW_CASTER(o)
} return o;
}
float4 frag (VertexOutput i) : SV_Target { float4 frag(VertexOutput i) : SV_Target
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy); {
clip(texcol.a * i.uvAndAlpha.a - _Cutoff); fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
SHADOW_CASTER_FRAGMENT(i) clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
} SHADOW_CASTER_FRAGMENT(i)
ENDCG }
} ENDCG
} }
CustomEditor "SpineShaderWithOutlineGUI" }
} CustomEditor "SpineShaderWithOutlineGUI"
}

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