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119 lines
2.8 KiB
119 lines
2.8 KiB
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
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Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_Black ("Black Point", Color) = (0,0,0,0)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Fog { Mode Off }
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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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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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float4 worldPosition : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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fixed4 _Color;
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fixed4 _Black;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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UNITY_SETUP_INSTANCE_ID(IN);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.worldPosition = IN.vertex;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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OUT.uv1 = IN.uv1;
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OUT.uv2 = IN.uv2;
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return OUT;
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}
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sampler2D _MainTex;
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#ifdef UNITY_UI_ALPHACLIP
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clip (texColor.a - 0.001);
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#endif
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return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a * _Color.a * IN.color.a), 0);
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}
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ENDCG
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}
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}
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}
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