rise-and-swine/Assets/Shader/SpineSkeleton.shader

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2023-02-25 23:04:03 -05:00
Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0, 1)) = 0.1
_MainTex ("Texture to blend", 2D) = "black" {}
}
SubShader {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Pass {
LOD 100
Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Off
Fog {
Mode Off
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
fixed4 color : COLOR;
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.color = clamp(v.color, 0.0, 1.0);
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target
{
return tex2D(_MainTex, i.texcoord) * i.color;
}
ENDCG
}
}
}