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+Shader "Spine/SkeletonGraphic Fill"
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+{
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+ Properties
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+ {
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+ _FillColor("FillColor", Color) = (1,1,1,1)
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+ _FillPhase("FillPhase", Range(0, 1)) = 0
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+ [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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+ [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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+ [Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 1
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+ _Color("Tint", Color) = (1,1,1,1)
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+
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+ [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8
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+ [HideInInspector] _Stencil("Stencil ID", Float) = 0
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+ [HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp("Stencil Operation", Float) = 0
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+ [HideInInspector] _StencilWriteMask("Stencil Write Mask", Float) = 255
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+ [HideInInspector] _StencilReadMask("Stencil Read Mask", Float) = 255
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+
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+ [HideInInspector] _ColorMask("Color Mask", Float) = 15
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+
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+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
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+
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+ // Outline properties are drawn via custom editor.
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+ [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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+ [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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+ [HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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+ [HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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+ [HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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+ [HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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+ [HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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+ [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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+ }
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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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+
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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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+
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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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+
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+ Pass
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+ {
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+ Name "Normal"
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+
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+ CGPROGRAM
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+ #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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+ #pragma shader_feature _ _CANVAS_GROUP_COMPATIBLE
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+ #pragma vertex vert
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+ #pragma fragment frag
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+ #pragma target 2.0
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+
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+ #define ENABLE_FILL
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+ #include "CGIncludes/Spine-SkeletonGraphic-NormalPass.cginc"
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+ ENDCG
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+ }
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+ }
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+ CustomEditor "SpineShaderWithOutlineGUI"
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+}
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