// 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" }