|
@@ -0,0 +1,100 @@
|
|
|
+// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
|
|
|
+
|
|
|
+Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|
|
+{
|
|
|
+ Properties
|
|
|
+ {
|
|
|
+ [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
|
|
+ _Color ("Tint", Color) = (1,1,1,1)
|
|
|
+ _Black ("Black Point", Color) = (0,0,0,0)
|
|
|
+
|
|
|
+ _StencilComp ("Stencil Comparison", Float) = 8
|
|
|
+ _Stencil ("Stencil ID", Float) = 0
|
|
|
+ _StencilOp ("Stencil Operation", Float) = 0
|
|
|
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
|
|
|
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
|
|
|
+
|
|
|
+ _ColorMask ("Color Mask", Float) = 15
|
|
|
+ }
|
|
|
+
|
|
|
+ SubShader
|
|
|
+ {
|
|
|
+ Tags
|
|
|
+ {
|
|
|
+ "Queue"="Transparent"
|
|
|
+ "IgnoreProjector"="True"
|
|
|
+ "RenderType"="Transparent"
|
|
|
+ "PreviewType"="Plane"
|
|
|
+ "CanUseSpriteAtlas"="True"
|
|
|
+ }
|
|
|
+
|
|
|
+ Stencil
|
|
|
+ {
|
|
|
+ Ref [_Stencil]
|
|
|
+ Comp [_StencilComp]
|
|
|
+ Pass [_StencilOp]
|
|
|
+ ReadMask [_StencilReadMask]
|
|
|
+ WriteMask [_StencilWriteMask]
|
|
|
+ }
|
|
|
+
|
|
|
+ Cull Off
|
|
|
+ Lighting Off
|
|
|
+ ZWrite Off
|
|
|
+ ZTest [unity_GUIZTestMode]
|
|
|
+ Fog { Mode Off }
|
|
|
+ Blend One OneMinusSrcAlpha
|
|
|
+ ColorMask [_ColorMask]
|
|
|
+
|
|
|
+ Pass
|
|
|
+ {
|
|
|
+ CGPROGRAM
|
|
|
+ #pragma vertex vert
|
|
|
+ #pragma fragment frag
|
|
|
+ #include "UnityCG.cginc"
|
|
|
+ fixed4 _Color;
|
|
|
+ fixed4 _Black;
|
|
|
+
|
|
|
+ struct VertexInput {
|
|
|
+ float4 vertex : POSITION;
|
|
|
+ float4 color : COLOR;
|
|
|
+ float2 texcoord : TEXCOORD0;
|
|
|
+ float2 uv1 : TEXCOORD1;
|
|
|
+ float2 uv2 : TEXCOORD2;
|
|
|
+ };
|
|
|
+
|
|
|
+ struct VertexOutput {
|
|
|
+ float4 vertex : SV_POSITION;
|
|
|
+ fixed4 color : COLOR;
|
|
|
+ half2 texcoord : TEXCOORD0;
|
|
|
+ float2 uv1 : TEXCOORD1;
|
|
|
+ float2 uv2 : TEXCOORD2;
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ VertexOutput vert (VertexInput IN) {
|
|
|
+ VertexOutput OUT;
|
|
|
+ OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
|
+ OUT.texcoord = IN.texcoord;
|
|
|
+
|
|
|
+ #ifdef UNITY_HALF_TEXEL_OFFSET
|
|
|
+ OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
|
|
+ OUT.uv1 = IN.uv1;
|
|
|
+ OUT.uv2 = IN.uv2;
|
|
|
+ return OUT;
|
|
|
+ }
|
|
|
+
|
|
|
+ sampler2D _MainTex;
|
|
|
+
|
|
|
+ fixed4 frag (VertexOutput IN) : SV_Target
|
|
|
+ {
|
|
|
+ float4 texColor = tex2D(_MainTex, IN.texcoord);
|
|
|
+ //clip(color.a - 0.01);
|
|
|
+ return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
|
|
+ }
|
|
|
+ ENDCG
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|