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@@ -0,0 +1,99 @@
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+// - Two color tint
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+// - unlit
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+// - No depth, no backface culling, no fog.
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+
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+Shader "Spine/Straight Alpha/Skeleton Tint" {
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+ Properties {
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+ _Color ("Tint Color", Color) = (1,1,1,1)
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+ _Black ("Black Point", Color) = (0,0,0,0)
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+ [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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+ _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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+ }
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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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+
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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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+
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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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+ float4 _Color;
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+ float4 _Black;
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+
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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 vertexColor : COLOR;
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+ };
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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 vertexColor : COLOR;
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+ };
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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); // replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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+ o.uv = v.uv;
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+ o.vertexColor = v.vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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+ return o;
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+ }
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+
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+ float4 frag (VertexOutput i) : COLOR {
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+ float4 texColor = tex2D(_MainTex, i.uv);
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+ texColor = float4(texColor.rgb * texColor.a, texColor.a);
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+ return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
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+ }
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+ ENDCG
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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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+
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+ Fog { Mode Off }
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+ Cull Off
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+ Lighting 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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+ #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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+
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+ struct VertexOutput {
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+ V2F_SHADOW_CASTER;
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+ float2 uv : TEXCOORD1;
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+ };
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+
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+ VertexOutput vert (appdata_base v) {
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+ VertexOutput o;
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+ o.uv = v.texcoord;
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+ TRANSFER_SHADOW_CASTER(o)
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+ return o;
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+ }
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+
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+ float4 frag (VertexOutput 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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+}
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