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@@ -0,0 +1,136 @@
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+Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite" {
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+ Properties {
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+ _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
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+ [NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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+ [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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+ [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 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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+ // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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+ // this Subshader will fail.
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+ Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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+ LOD 100
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+ Cull Off
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+ ZWrite On
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+ Blend One OneMinusSrcAlpha
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+
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+ Stencil {
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+ Ref[_StencilRef]
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+ Comp[_StencilComp]
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+ Pass Keep
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+ }
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+
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+ Pass {
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+ Name "Outline"
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+
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+ ZWrite On
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+
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+ HLSLPROGRAM
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+ // Required to compile gles 2.0 with standard srp library
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+ #pragma prefer_hlslcc gles
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+ #pragma exclude_renderers d3d11_9x
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+
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+ //--------------------------------------
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+ // GPU Instancing
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+ #pragma multi_compile_instancing
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+
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+ #pragma vertex vertOutline
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+ #pragma fragment fragOutline
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+ #pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
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+ #pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH
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+
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+ #define USE_URP
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+ #define fixed4 half4
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+ #define fixed3 half3
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+ #define fixed half
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+ #define NO_CUTOFF_PARAM
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+ #include "../Include/Spine-Input-Outline-URP.hlsl"
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+ #include "../Include/Spine-Outline-Pass-URP.hlsl"
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+ ENDHLSL
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+ }
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+
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+ Pass
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+ {
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+ Name "DepthOnly"
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+ Tags{"LightMode" = "DepthOnly"}
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+
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+ ZWrite On
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+ ColorMask R
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+ Cull Off
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+
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+ HLSLPROGRAM
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+ // Required to compile gles 2.0 with standard srp library
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+ #pragma prefer_hlslcc gles
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+ #pragma exclude_renderers d3d11_9x
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+
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+ #pragma vertex DepthOnlyVertex
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+ #pragma fragment DepthOnlyFragment
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+
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+ // -------------------------------------
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+ // Material Keywords
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+ #pragma shader_feature _ALPHATEST_ON
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+ #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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+
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+ //--------------------------------------
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+ // GPU Instancing
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+ #pragma multi_compile_instancing
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+
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+ #define USE_URP
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+ #define fixed4 half4
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+ #define fixed3 half3
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+ #define fixed half
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+ #include "../Include/Spine-Input-URP.hlsl"
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+ #include "../Include/Spine-DepthOnlyPass-URP.hlsl"
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+ ENDHLSL
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+ }
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+
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+ // This pass is used when drawing to a _CameraNormalsTexture texture
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+ Pass
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+ {
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+ Name "DepthNormals"
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+ Tags{"LightMode" = "DepthNormals"}
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+
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+ ZWrite On
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+
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+ HLSLPROGRAM
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+ #pragma vertex DepthNormalsVertex
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+ #pragma fragment DepthNormalsFragment
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+
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+ // -------------------------------------
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+ // Material Keywords
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+ #pragma shader_feature _ALPHATEST_ON
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+ #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
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+
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+ // -------------------------------------
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+ // Universal Pipeline keywords
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+ #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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+
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+ //--------------------------------------
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+ // GPU Instancing
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+ #pragma multi_compile_instancing
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+
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+ #define USE_URP
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+ #define fixed4 half4
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+ #define fixed3 half3
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+ #define fixed half
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+ #include "../Include/Spine-Input-URP.hlsl"
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+ #include "../Include/Spine-DepthNormalsPass-URP.hlsl"
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+ ENDHLSL
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+ }
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+ }
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+
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+ FallBack "Hidden/InternalErrorShader"
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+ CustomEditor "SpineShaderWithOutlineGUI"
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+}
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