49 lines
No EOL
1.1 KiB
Text
49 lines
No EOL
1.1 KiB
Text
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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_MainTex ("Texture to blend", 2D) = "black" {}
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}
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SubShader {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Pass {
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LOD 100
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Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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Fog {
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Mode Off
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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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struct appdata {
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fixed4 color : COLOR;
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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fixed4 color : COLOR;
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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float4 _MainTex_ST;
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v2f vert(appdata v)
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{
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v2f o;
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o.color = clamp(v.color, 0.0, 1.0);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f i) : SV_Target
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{
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return tex2D(_MainTex, i.texcoord) * i.color;
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}
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ENDCG
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}
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}
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} |