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81 lines
1.5 KiB
81 lines
1.5 KiB
2 years ago
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Shader "Spine/Skeleton" {
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Properties {
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"}
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Lighting Off
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Pass {
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Fog { Mode Off }
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ColorMaterial AmbientAndDiffuse
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SetTexture [_MainTex] {
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Combine texture * primary
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}
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}
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Pass {
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Name "Caster"
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Tags { "LightMode"="ShadowCaster" }
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Offset 1, 1
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ZWrite On
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ZTest LEqual
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Fog { Mode Off }
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Cull Off
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Lighting Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed _Cutoff;
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struct v2f {
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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};
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v2f vert (appdata_base v) {
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v2f o;
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TRANSFER_SHADOW_CASTER(o)
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o.uv = v.texcoord;
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return o;
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}
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float4 frag (v2f i) : COLOR {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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}
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SubShader {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Lighting Off
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Pass {
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ColorMaterial AmbientAndDiffuse
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SetTexture [_MainTex] {
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Combine texture * primary DOUBLE, texture * primary
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}
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}
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}
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}
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