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@@ -1,90 +0,0 @@
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-//Shader written by Alex Dixon
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-Shader "Spine/Special/SkeletonGhost"
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-{
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- Properties
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- {
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- _Color ("Main Color", Color) = (1,1,1,1)
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- _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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- _TextureFade ("Texture Fade Out", Range(0,1)) = 0
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- }
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- SubShader
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- {
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-
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- Tags {"Queue"="Transparent" "IgnoreProjector"="False" "RenderType"="Transparent"}
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- Fog { Mode Off }
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- Blend One OneMinusSrcAlpha
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- ZWrite Off
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- Cull Off
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-
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- Pass
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- {
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- Tags {"LightMode" = "Always"} // This Pass tag is important or Unity may not give it the correct light information.
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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_fwdbase // This line tells Unity to compile this pass for forward base.
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-
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- #include "UnityCG.cginc"
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- //#include "AutoLight.cginc"
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-
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- struct vertex_input
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- {
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- float4 vertex : POSITION;
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- float2 texcoord : TEXCOORD0;
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- float4 color : COLOR;
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- };
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-
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- struct vertex_output
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- {
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- float4 pos : SV_POSITION;
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- float2 uv : TEXCOORD0;
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- float4 color : COLOR;
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- };
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-
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- sampler2D _MainTex;
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- fixed4 _Color;
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- fixed _TextureFade;
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-
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- vertex_output vert (vertex_input v)
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- {
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- vertex_output o;
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- o.pos = mul( UNITY_MATRIX_MVP, v.vertex);
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- o.uv = v.texcoord.xy;
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- o.color = v.color;
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-
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-
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- return o;
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- }
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-
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- fixed4 frag(vertex_output i) : COLOR
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- {
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- fixed4 tex = tex2D(_MainTex, i.uv);
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-
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- tex = fixed4(max(_TextureFade, tex.r), max(_TextureFade, tex.g), max(_TextureFade, tex.b), tex.a);
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-
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- return tex * ((i.color * _Color) * tex.a);
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-
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-
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-
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- //float finalAlpha = tex.a * i.color.a * _Color.a;
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-
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- /*
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- TODO: Add basic lighting stuff in later?
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-
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- fixed4 c;
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- c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb); // Ambient term. Only do this in Forward Base. It only needs calculating once.
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- c.rgb += tex.rgb; // Diffuse and specular.
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- //Unity 4: c.rgb = (UNITY_LIGHTMODEL_AMBIENT.rgb * tex.rgb * 2); // Ambient term. Only do this in Forward Base. It only needs calculating once.
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- //Unity 4: c.rgb += (tex.rgb * _LightColor0.rgb * diff) * (atten * 2); // Diffuse and specular.
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- c.a = tex.a; // + _LightColor0.a * atten;
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-
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- return c;
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- */
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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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- }
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- //FallBack "Transparent/Cutout/VertexLit" // Use VertexLit's shadow caster/receiver passes.
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-}
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