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@@ -43,86 +43,21 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
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Pass {
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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 vertex vert
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- #pragma fragment frag
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- #include "UnityCG.cginc"
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- #include "../CGIncludes/Spine-Common.cginc"
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- uniform sampler2D _MainTex;
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- uniform float4 _Color;
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-
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- struct VertexInput {
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- float4 vertex : POSITION;
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- float2 uv : TEXCOORD0;
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- float4 vertexColor : COLOR;
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- };
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-
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- struct VertexOutput {
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- float4 pos : SV_POSITION;
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- float2 uv : TEXCOORD0;
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- float4 vertexColor : COLOR;
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- };
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-
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- VertexOutput vert (VertexInput v) {
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- VertexOutput o;
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- o.pos = UnityObjectToClipPos(v.vertex);
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- o.uv = v.uv;
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- o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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- return o;
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- }
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-
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- float4 frag (VertexOutput i) : SV_Target {
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- float4 texColor = tex2D(_MainTex, i.uv);
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-
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- #if defined(_STRAIGHT_ALPHA_INPUT)
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- texColor.rgb *= texColor.a;
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- #endif
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-
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- return (texColor * i.vertexColor);
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- }
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+ #include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
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ENDCG
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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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+ Tags { "LightMode" = "ShadowCaster" }
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Offset 1, 1
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ZWrite On
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ZTest LEqual
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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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- float4 uvAndAlpha : 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, float4 vertexColor : COLOR) {
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- v2f o;
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- TRANSFER_SHADOW_CASTER(o)
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- o.uvAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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- o.uvAndAlpha.z = 0;
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- o.uvAndAlpha.a = vertexColor.a;
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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) : SV_Target {
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- fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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- clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
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- SHADOW_CASTER_FRAGMENT(i)
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- }
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+ #include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
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ENDCG
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}
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}
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