// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking. Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _Black ("Black Point", Color) = (0,0,0,0) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Fog { Mode Off } Blend One OneMinusSrcAlpha ColorMask [_ColorMask] Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP struct VertexInput { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; float4 worldPosition : TEXCOORD3; UNITY_VERTEX_OUTPUT_STEREO }; fixed4 _Color; fixed4 _Black; fixed4 _TextureSampleAdd; float4 _ClipRect; VertexOutput vert (VertexInput IN) { VertexOutput OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. OUT.uv1 = IN.uv1; OUT.uv2 = IN.uv2; return OUT; } sampler2D _MainTex; fixed4 frag (VertexOutput IN) : SV_Target { half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (texColor.a - 0.001); #endif return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a * _Color.a * IN.color.a), 0); } ENDCG } } }