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@@ -1,21 +1,82 @@
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Shader "Spine/Skeleton" {
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- Properties {
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- _MainTex ("Texture to blend", 2D) = "black" {}
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- }
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- SubShader {
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- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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- LOD 100
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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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+ // 2 texture stage GPUs
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+ SubShader {
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+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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+ LOD 100
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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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+ 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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+
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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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+
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+ Fog { Mode Off }
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+ ZWrite On
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+ ZTest LEqual
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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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+ struct v2f {
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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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+ uniform float4 _MainTex_ST;
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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 = TRANSFORM_TEX(v.texcoord, _MainTex);
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+ return o;
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+ }
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+
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+ uniform sampler2D _MainTex;
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+ uniform fixed _Cutoff;
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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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+ // 1 texture stage GPUs
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+ SubShader {
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+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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+ LOD 100
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+
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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
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- }
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- }
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- }
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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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