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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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} |