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// - Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (One OneMinusSrcAlpha)
// - Double-sided, no depth
Shader "Spine/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
// Pass {
// Tags { "LightMode"="Vertex" }
// ColorMaterial AmbientAndDiffuse
// Lighting On
// SetTexture [_MainTex] {
// Combine texture * primary DOUBLE, texture * primary
// }
// }
Pass {
Tags {
"LIGHTMODE"="Vertex"
"QUEUE"="Transparent"
"IGNOREPROJECTOR"="true"
"RenderType"="Transparent"
}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
#if defined(SHADER_API_GLES)
#define LIGHT_LOOP_LIMIT 8
#elif defined(SHADER_API_N3DS)
#define LIGHT_LOOP_LIMIT 4
#else
#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
#endif
#pragma multi_compile __ POINT SPOT
half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half atten) {
half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
// diffuse
half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
return color * atten;
}
half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor) {
float3 dirToLight = unity_LightPosition[idx].xyz;
half att = 1.0;
#if defined(POINT) || defined(SPOT)
dirToLight -= eyePosition * unity_LightPosition[idx].w;
// distance attenuation
float distSqr = dot(dirToLight, dirToLight);
att /= (1.0 + unity_LightAtten[idx].z * distSqr);
if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
dirToLight *= rsqrt(distSqr);
#if defined(SPOT)
// spot angle attenuation
half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
att *= saturate(spotAtt);
#endif
#endif
att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, att), 1.0);
}
int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = v.color;
float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
half3 fixedNormal = half3(0,0,-1);
half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
//half3 eyeNormal = half3(0,0,1);
half3 viewDir = 0.0;
// Lights
half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, color);
}
color.rgb = lcolor.rgb;
o.color = saturate(color);
o.uv0 = v.uv0;
o.pos = UnityObjectToClipPos(v.pos);
return o;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput i) : SV_Target {
fixed4 tex = tex2D(_MainTex, i.uv0);
fixed4 col;
col.rgb = tex * i.color;
col *= 2;
col.a = tex.a * i.color.a;
return col;
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : COLOR {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}