// - Unlit + no shadow // - Premultiplied Alpha Blending (One OneMinusSrcAlpha) // - Double-sided, no depth Shader "Spine/Special/SkeletonGhost" { Properties { _Color ("Main Color", Color) = (1,1,1,1) [NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _TextureFade ("Texture Fade Out", Range(0,1)) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent" } Fog { Mode Off } Blend One OneMinusSrcAlpha ZWrite Off Cull Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color; fixed _TextureFade; struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; }; VertexOutput vert (VertexInput v) { VertexOutput o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.color = v.color; return o; } fixed4 frag (VertexOutput i) : COLOR { fixed4 tc = tex2D(_MainTex, i.uv); tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a); return tc * ((i.color * _Color) * tc.a); } ENDCG } } }