#ifndef BLENDMODES_NORMAL_PASS_INCLUDED #define BLENDMODES_NORMAL_PASS_INCLUDED #include "UnityCG.cginc" #include "../CGIncludes/Spine-Common.cginc" uniform sampler2D _MainTex; uniform 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; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. return o; } float4 frag(VertexOutput i) : SV_Target{ float4 texColor = tex2D(_MainTex, i.uv); #if defined(_STRAIGHT_ALPHA_INPUT) texColor.rgb *= texColor.a; #endif return (texColor * i.vertexColor); } #endif