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