// - Unlit + no shadow // - Double-sided, no depth Shader "Spine/Straight Alpha/Skeleton Fill" { Properties { _FillColor ("FillColor", Color) = (1,1,1,1) _FillPhase ("FillPhase", Range(0, 1)) = 0 [NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One OneMinusSrcAlpha Cull Off ZWrite Off Lighting Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _FillColor; float _FillPhase; 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) : COLOR { float4 rawColor = tex2D(_MainTex,i.uv); float finalAlpha = (rawColor.a * i.vertexColor.a); float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb * rawColor.a), (_FillColor.rgb * finalAlpha), _FillPhase); return fixed4(finalColor, finalAlpha); } ENDCG } } FallBack "Diffuse" }