Browse Source

Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8

badlogic 5 years ago
parent
commit
944b656517
36 changed files with 130 additions and 89 deletions
  1. 12 12
      spine-cocos2dx/README.md
  2. 7 5
      spine-cocos2dx/example/proj.win32/spine-cocos2d-x.vcxproj
  3. 24 18
      spine-cocos2dx/example/proj.win32/spine-cocos2d-x.vcxproj.filters
  4. 4 4
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader
  5. 28 0
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineShaderWithOutlineGUI.cs
  6. 5 0
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs
  7. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader
  8. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader
  9. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader
  10. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Additive-Outline.shader
  11. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Multiply-Outline.shader
  12. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Screen-Outline.shader
  13. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-Outline.shader
  14. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack-Outline.shader
  15. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Fill-Outline.shader
  16. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-Outline.shader
  17. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-ZWrite-Outline.shader
  18. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Outline.shader
  19. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Tint-Outline.shader
  20. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-TintBlack-Outline.shader
  21. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Special-Skeleton-Grayscale-Outline.shader
  22. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesPixelLit-Outline.shader
  23. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesUnlit-Outline.shader
  24. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesVertexLit-Outline.shader
  25. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader
  26. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic.shader
  27. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Fill.shader
  28. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader
  29. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit.shader
  30. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader
  31. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader
  32. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton.shader
  33. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Special-Skeleton-Grayscale.shader
  34. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesPixelLit.shader
  35. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesUnlit.shader
  36. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesVertexLit.shader

+ 12 - 12
spine-cocos2dx/README.md

@@ -47,13 +47,12 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 4. Run CMake GUI from the start menu
 4. Run CMake GUI from the start menu
-5. Click `Browse Source` and select the directory `spine-runtimes`
-6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
-7. Click `Configure`. Check `SPINE_COCOS2D_X`
-8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
-7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
+5. Click `Browse Source` and select the directory `spine-runtimes/spine-cocos2dx/`
+6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build/` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
+7. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
+8. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
 8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
 8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
-9. Expand `References` of the libcocos2d sub project, and remove the entry for `libSpine`, which should be marked with an error.
+9. Expand `References` of the `libcocos2d` sub project, and remove the entry for `libSpine`, which should be marked with an error.
 9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
 9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
 10. Click `Local Windows Debugger` to run the example
 10. Click `Local Windows Debugger` to run the example
 
 
@@ -83,19 +82,20 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
 
 
 ### Cocos2d-x v4.x
 ### Cocos2d-x v4.x
 
 
+Please note the [new prerequisits to compile Cocos2d-x v4 projects on different platforms](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/prerequisites.html). This includes an installation of Python 2.7.x!
+
 #### Windows
 #### Windows
 1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
 1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 4. Run CMake GUI from the start menu
 4. Run CMake GUI from the start menu
 5. Click `Browse Source` and select the directory `spine-runtimes`
 5. Click `Browse Source` and select the directory `spine-runtimes`
-6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
-7. Click `Configure`. Check `SPINE_COCOS2D_X`
+6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build-v4` directory. You can create the `build-v4` folder directly in the file dialog via `New Folder`.
+7. Click `Configure`. Check `USE_COCOS2DX_V4`
 8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
 8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
-7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
-8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
-9. Expand `References` of the libcocos2d sub project, and remove the entry for `libSpine`, which should be marked with an error.
-9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
+9. Click `Generate` this will create the Visual Studio solution in `spine-runtimes/spine-cocos2dx/build-v4`.
+8. Open the `spine-runtimes/spine-cocos2dx/build-v4/spine-cocos2dx-example.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
+9. Right click the `spine-cocos2dx-example` project in the solution explorer and select `Set as Startup Project` from the context menu
 10. Click `Local Windows Debugger` to run the example
 10. Click `Local Windows Debugger` to run the example
 
 
 #### macOS
 #### macOS

+ 7 - 5
spine-cocos2dx/example/proj.win32/spine-cocos2d-x.vcxproj

@@ -67,7 +67,7 @@
   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
   <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
     <ClCompile>
     <ClCompile>
       <Optimization>Disabled</Optimization>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>$(EngineRoot)external;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;..\Classes;..;%(AdditionalIncludeDirectories);$(_COCOS_HEADER_WIN32_BEGIN);$(_COCOS_HEADER_WIN32_END);$(SolutionDir)..\..\..\spine-cpp\spine-cpp\include;$(SolutionDir)..\..\src;$(IncludePath)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>$(EngineRoot)external;$(EngineRoot)cocos\audio\include;$(EngineRoot)external\chipmunk\include\chipmunk;$(EngineRoot)extensions;..\Classes;..;%(AdditionalIncludeDirectories);$(_COCOS_HEADER_WIN32_BEGIN);$(_COCOS_HEADER_WIN32_END);..\..\..\spine-cpp\spine-cpp\include;$(SolutionDir)..\..\src;$(IncludePath)</AdditionalIncludeDirectories>
       <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES;CC_ENABLE_CHIPMUNK_INTEGRATION=1;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USE_MATH_DEFINES;GL_GLEXT_PROTOTYPES;CC_ENABLE_CHIPMUNK_INTEGRATION=1;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
       <MinimalRebuild>false</MinimalRebuild>
       <MinimalRebuild>false</MinimalRebuild>
       <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
       <BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
@@ -203,14 +203,15 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
     <ClCompile Include="..\..\..\spine-cpp\spine-cpp\src\spine\VertexEffect.cpp" />
     <ClCompile Include="..\..\..\spine-cpp\spine-cpp\src\spine\VertexEffect.cpp" />
     <ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
     <ClCompile Include="..\..\src\spine\AttachmentVertices.cpp" />
     <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
     <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp" />
-    <ClCompile Include="..\..\src\spine\SkeletonBatch.cpp" />
+    <ClCompile Include="..\..\src\spine\v3\SkeletonBatch.cpp" />
     <ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
     <ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp" />
-    <ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp" />
+    <ClCompile Include="..\..\src\spine\v3\SkeletonTwoColorBatch.cpp" />
     <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
     <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp" />
     <ClCompile Include="..\Classes\AppDelegate.cpp" />
     <ClCompile Include="..\Classes\AppDelegate.cpp" />
     <ClCompile Include="..\Classes\BatchingExample.cpp" />
     <ClCompile Include="..\Classes\BatchingExample.cpp" />
     <ClCompile Include="..\Classes\CoinExample.cpp" />
     <ClCompile Include="..\Classes\CoinExample.cpp" />
     <ClCompile Include="..\Classes\GoblinsExample.cpp" />
     <ClCompile Include="..\Classes\GoblinsExample.cpp" />
+    <ClCompile Include="..\Classes\IKExample.cpp" />
     <ClCompile Include="..\Classes\MixAndMatchExample.cpp" />
     <ClCompile Include="..\Classes\MixAndMatchExample.cpp" />
     <ClCompile Include="..\Classes\RaptorExample.cpp" />
     <ClCompile Include="..\Classes\RaptorExample.cpp" />
     <ClCompile Include="..\Classes\SkeletonRendererSeparatorExample.cpp" />
     <ClCompile Include="..\Classes\SkeletonRendererSeparatorExample.cpp" />
@@ -300,15 +301,16 @@ xcopy "$(ProjectDir)..\Resources" "$(OutDir)\Resources" /D /E /I /F /Y
     <ClInclude Include="..\..\..\spine-cpp\spine-cpp\include\spine\Vertices.h" />
     <ClInclude Include="..\..\..\spine-cpp\spine-cpp\include\spine\Vertices.h" />
     <ClInclude Include="..\..\src\spine\AttachmentVertices.h" />
     <ClInclude Include="..\..\src\spine\AttachmentVertices.h" />
     <ClInclude Include="..\..\src\spine\SkeletonAnimation.h" />
     <ClInclude Include="..\..\src\spine\SkeletonAnimation.h" />
-    <ClInclude Include="..\..\src\spine\SkeletonBatch.h" />
+    <ClInclude Include="..\..\src\spine\v3\SkeletonBatch.h" />
     <ClInclude Include="..\..\src\spine\SkeletonRenderer.h" />
     <ClInclude Include="..\..\src\spine\SkeletonRenderer.h" />
-    <ClInclude Include="..\..\src\spine\SkeletonTwoColorBatch.h" />
+    <ClInclude Include="..\..\src\spine\v3\SkeletonTwoColorBatch.h" />
     <ClInclude Include="..\..\src\spine\spine-cocos2dx.h" />
     <ClInclude Include="..\..\src\spine\spine-cocos2dx.h" />
     <ClInclude Include="..\Classes\AppDelegate.h" />
     <ClInclude Include="..\Classes\AppDelegate.h" />
     <ClInclude Include="..\Classes\AppMacros.h" />
     <ClInclude Include="..\Classes\AppMacros.h" />
     <ClInclude Include="..\Classes\BatchingExample.h" />
     <ClInclude Include="..\Classes\BatchingExample.h" />
     <ClInclude Include="..\Classes\CoinExample.h" />
     <ClInclude Include="..\Classes\CoinExample.h" />
     <ClInclude Include="..\Classes\GoblinsExample.h" />
     <ClInclude Include="..\Classes\GoblinsExample.h" />
+    <ClInclude Include="..\Classes\IKExample.h" />
     <ClInclude Include="..\Classes\MixAndMatchExample.h" />
     <ClInclude Include="..\Classes\MixAndMatchExample.h" />
     <ClInclude Include="..\Classes\RaptorExample.h" />
     <ClInclude Include="..\Classes\RaptorExample.h" />
     <ClInclude Include="..\Classes\SkeletonRendererSeparatorExample.h" />
     <ClInclude Include="..\Classes\SkeletonRendererSeparatorExample.h" />

+ 24 - 18
spine-cocos2dx/example/proj.win32/spine-cocos2d-x.vcxproj.filters

@@ -27,15 +27,6 @@
     <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp">
     <ClCompile Include="..\..\src\spine\SkeletonAnimation.cpp">
       <Filter>spine-cocos2dx</Filter>
       <Filter>spine-cocos2dx</Filter>
     </ClCompile>
     </ClCompile>
-    <ClCompile Include="..\..\src\spine\SkeletonBatch.cpp">
-      <Filter>spine-cocos2dx</Filter>
-    </ClCompile>
-    <ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp">
-      <Filter>spine-cocos2dx</Filter>
-    </ClCompile>
-    <ClCompile Include="..\..\src\spine\SkeletonTwoColorBatch.cpp">
-      <Filter>spine-cocos2dx</Filter>
-    </ClCompile>
     <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp">
     <ClCompile Include="..\..\src\spine\spine-cocos2dx.cpp">
       <Filter>spine-cocos2dx</Filter>
       <Filter>spine-cocos2dx</Filter>
     </ClCompile>
     </ClCompile>
@@ -249,6 +240,18 @@
     <ClCompile Include="..\Classes\MixAndMatchExample.cpp">
     <ClCompile Include="..\Classes\MixAndMatchExample.cpp">
       <Filter>src</Filter>
       <Filter>src</Filter>
     </ClCompile>
     </ClCompile>
+    <ClCompile Include="..\..\src\spine\v3\SkeletonBatch.cpp">
+      <Filter>spine-cocos2dx</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\spine\v3\SkeletonTwoColorBatch.cpp">
+      <Filter>spine-cocos2dx</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\spine\SkeletonRenderer.cpp">
+      <Filter>spine-cocos2dx</Filter>
+    </ClCompile>
+    <ClCompile Include="..\Classes\IKExample.cpp">
+      <Filter>src</Filter>
+    </ClCompile>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ClInclude Include="main.h">
     <ClInclude Include="main.h">
@@ -260,15 +263,6 @@
     <ClInclude Include="..\..\src\spine\SkeletonAnimation.h">
     <ClInclude Include="..\..\src\spine\SkeletonAnimation.h">
       <Filter>spine-cocos2dx</Filter>
       <Filter>spine-cocos2dx</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="..\..\src\spine\SkeletonBatch.h">
-      <Filter>spine-cocos2dx</Filter>
-    </ClInclude>
-    <ClInclude Include="..\..\src\spine\SkeletonRenderer.h">
-      <Filter>spine-cocos2dx</Filter>
-    </ClInclude>
-    <ClInclude Include="..\..\src\spine\SkeletonTwoColorBatch.h">
-      <Filter>spine-cocos2dx</Filter>
-    </ClInclude>
     <ClInclude Include="..\..\src\spine\spine-cocos2dx.h">
     <ClInclude Include="..\..\src\spine\spine-cocos2dx.h">
       <Filter>spine-cocos2dx</Filter>
       <Filter>spine-cocos2dx</Filter>
     </ClInclude>
     </ClInclude>
@@ -539,6 +533,18 @@
     <ClInclude Include="..\Classes\MixAndMatchExample.h">
     <ClInclude Include="..\Classes\MixAndMatchExample.h">
       <Filter>src</Filter>
       <Filter>src</Filter>
     </ClInclude>
     </ClInclude>
+    <ClInclude Include="..\..\src\spine\v3\SkeletonBatch.h">
+      <Filter>spine-cocos2dx</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\spine\v3\SkeletonTwoColorBatch.h">
+      <Filter>spine-cocos2dx</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\spine\SkeletonRenderer.h">
+      <Filter>spine-cocos2dx</Filter>
+    </ClInclude>
+    <ClInclude Include="..\Classes\IKExample.h">
+      <Filter>src</Filter>
+    </ClInclude>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <ResourceCompile Include="game.rc">
     <ResourceCompile Include="game.rc">

+ 4 - 4
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader

@@ -8,7 +8,7 @@ Shader "Spine/Special/SkeletonGhost" {
 		[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
 		[NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
 		_TextureFade ("Texture Fade Out", Range(0,1)) = 0
 		_TextureFade ("Texture Fade Out", Range(0,1)) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
     }
     }
     SubShader {
     SubShader {
 		Tags {
 		Tags {
@@ -26,7 +26,7 @@ Shader "Spine/Special/SkeletonGhost" {
 			Comp[_StencilComp]
 			Comp[_StencilComp]
 			Pass Keep
 			Pass Keep
 		}
 		}
-      
+
 		Pass {
 		Pass {
 			CGPROGRAM
 			CGPROGRAM
 			#pragma vertex vert
 			#pragma vertex vert
@@ -35,7 +35,7 @@ Shader "Spine/Special/SkeletonGhost" {
 			sampler2D _MainTex;
 			sampler2D _MainTex;
 			fixed4 _Color;
 			fixed4 _Color;
 			fixed _TextureFade;
 			fixed _TextureFade;
-			    
+
 			struct VertexInput {
 			struct VertexInput {
 				float4 vertex : POSITION;
 				float4 vertex : POSITION;
 				float2 uv : TEXCOORD0;
 				float2 uv : TEXCOORD0;
@@ -64,4 +64,4 @@ Shader "Spine/Special/SkeletonGhost" {
 			ENDCG
 			ENDCG
 		}
 		}
     }
     }
-}
+}

+ 28 - 0
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineShaderWithOutlineGUI.cs

@@ -37,6 +37,7 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 
 
 	protected MaterialEditor _materialEditor;
 	protected MaterialEditor _materialEditor;
 	bool _showAdvancedOutlineSettings = false;
 	bool _showAdvancedOutlineSettings = false;
+	bool _showStencilSettings = false;
 
 
 	MaterialProperty _OutlineWidth = null;
 	MaterialProperty _OutlineWidth = null;
 	MaterialProperty _OutlineColor = null;
 	MaterialProperty _OutlineColor = null;
@@ -45,6 +46,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	MaterialProperty _OutlineSmoothness = null;
 	MaterialProperty _OutlineSmoothness = null;
 	MaterialProperty _Use8Neighbourhood = null;
 	MaterialProperty _Use8Neighbourhood = null;
 	MaterialProperty _OutlineMipLevel = null;
 	MaterialProperty _OutlineMipLevel = null;
+	MaterialProperty _StencilComp = null;
+	MaterialProperty _StencilRef = null;
 
 
 	static GUIContent _EnableOutlineText = new GUIContent("Outline", "Enable outline rendering. Draws an outline by sampling 4 or 8 neighbourhood pixels at a given distance specified via 'Outline Width'.");
 	static GUIContent _EnableOutlineText = new GUIContent("Outline", "Enable outline rendering. Draws an outline by sampling 4 or 8 neighbourhood pixels at a given distance specified via 'Outline Width'.");
 	static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
 	static GUIContent _OutlineWidthText = new GUIContent("Outline Width", "");
@@ -54,8 +57,11 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", "");
 	static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", "");
 	static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", "");
 	static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", "");
 	static GUIContent _OutlineMipLevelText = new GUIContent("Outline Mip Level", "");
 	static GUIContent _OutlineMipLevelText = new GUIContent("Outline Mip Level", "");
+	static GUIContent _StencilCompText = new GUIContent("Stencil Comparison", "");
+	static GUIContent _StencilRefText = new GUIContent("Stencil Reference", "");
 
 
 	static GUIContent _OutlineAdvancedText = new GUIContent("Advanced", "");
 	static GUIContent _OutlineAdvancedText = new GUIContent("Advanced", "");
+	static GUIContent _ShowStencilText = new GUIContent("Stencil", "Stencil parameters for mask interaction.");
 
 
 	protected const string ShaderOutlineNamePrefix = "Spine/Outline/";
 	protected const string ShaderOutlineNamePrefix = "Spine/Outline/";
 	protected const string ShaderNormalNamePrefix = "Spine/";
 	protected const string ShaderNormalNamePrefix = "Spine/";
@@ -68,6 +74,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 
 
 		base.OnGUI(materialEditor, properties);
 		base.OnGUI(materialEditor, properties);
 		EditorGUILayout.Space();
 		EditorGUILayout.Space();
+		RenderStencilProperties();
+		EditorGUILayout.Space();
 		RenderOutlineProperties();
 		RenderOutlineProperties();
 	}
 	}
 
 
@@ -84,6 +92,26 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 		_OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false);
 		_OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false);
 		_Use8Neighbourhood = FindProperty("_Use8Neighbourhood", props, false);
 		_Use8Neighbourhood = FindProperty("_Use8Neighbourhood", props, false);
 		_OutlineMipLevel = FindProperty("_OutlineMipLevel", props, false);
 		_OutlineMipLevel = FindProperty("_OutlineMipLevel", props, false);
+
+		_StencilComp = FindProperty("_StencilComp", props, false);
+		_StencilRef = FindProperty("_StencilRef", props, false);
+		if (_StencilRef == null)
+			 _StencilRef = FindProperty("_Stencil", props, false);
+	}
+
+	protected virtual void RenderStencilProperties () {
+		if (_StencilComp == null)
+			return; // not a shader supporting custom stencil operations
+
+		// Use default labelWidth
+		EditorGUIUtility.labelWidth = 0f;
+		_showStencilSettings = EditorGUILayout.Foldout(_showStencilSettings, _ShowStencilText);
+		if (_showStencilSettings) {
+			using (new SpineInspectorUtility.IndentScope()) {
+				_materialEditor.ShaderProperty(_StencilComp, _StencilCompText);
+				_materialEditor.ShaderProperty(_StencilRef, _StencilRefText);
+			}
+		}
 	}
 	}
 
 
 	protected virtual void RenderOutlineProperties () {
 	protected virtual void RenderOutlineProperties () {

+ 5 - 0
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs

@@ -299,6 +299,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 			dataChanged |= RenderRimLightingProperties();
 			dataChanged |= RenderRimLightingProperties();
 		}
 		}
 
 
+		{
+			EditorGUILayout.Space();
+			RenderStencilProperties();
+		}
+
 		{
 		{
 			EditorGUILayout.Space();
 			EditorGUILayout.Space();
 			RenderOutlineProperties();
 			RenderOutlineProperties();

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader

@@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader

@@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader

@@ -12,7 +12,7 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Additive-Outline.shader

@@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Multiply-Outline.shader

@@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Screen-Outline.shader

@@ -7,7 +7,7 @@ Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 6 - 6
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-Outline.shader

@@ -8,13 +8,13 @@ Shader "Spine/Outline/SkeletonGraphic"
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Color ("Tint", Color) = (1,1,1,1)
 
 
-		_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
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector] _Stencil ("Stencil ID", Float) = 0
+		[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
 
 
-		_ColorMask ("Color Mask", Float) = 15
+		[HideInInspector] _ColorMask ("Color Mask", Float) = 15
 
 
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
 

+ 6 - 6
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack-Outline.shader

@@ -10,13 +10,13 @@ Shader "Spine/Outline/SkeletonGraphic Tint Black"
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Black ("Black Point", Color) = (0,0,0,0)
 		_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
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector] _Stencil ("Stencil ID", Float) = 0
+		[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
 
 
-		_ColorMask ("Color Mask", Float) = 15
+		[HideInInspector] _ColorMask ("Color Mask", Float) = 15
 
 
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
 

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Fill-Outline.shader

@@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Fill" {
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-Outline.shader

@@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton Lit" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-ZWrite-Outline.shader

@@ -7,7 +7,7 @@ Shader "Spine/Outline/Skeleton Lit ZWrite" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[HideInInspector] [HideInInspector, Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Outline.shader

@@ -6,7 +6,7 @@ Shader "Spine/Outline/Skeleton" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Tint-Outline.shader

@@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-TintBlack-Outline.shader

@@ -8,7 +8,7 @@ Shader "Spine/Outline/Skeleton Tint Black" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Special-Skeleton-Grayscale-Outline.shader

@@ -7,7 +7,7 @@ Shader "Spine/Outline/Special/Skeleton Grayscale" {
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesPixelLit-Outline.shader

@@ -46,7 +46,7 @@ Shader "Spine/Outline/Sprite/Pixel Lit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesUnlit-Outline.shader

@@ -29,7 +29,7 @@ Shader "Spine/Outline/Sprite/Unlit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesVertexLit-Outline.shader

@@ -47,7 +47,7 @@ Shader "Spine/Outline/Sprite/Vertex Lit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 6 - 6
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader

@@ -10,13 +10,13 @@ Shader "Spine/SkeletonGraphic Tint Black"
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Black ("Black Point", Color) = (0,0,0,0)
 		_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
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector] _Stencil ("Stencil ID", Float) = 0
+		[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
 
 
-		_ColorMask ("Color Mask", Float) = 15
+		[HideInInspector] _ColorMask ("Color Mask", Float) = 15
 
 
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
 

+ 6 - 6
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic.shader

@@ -8,13 +8,13 @@ Shader "Spine/SkeletonGraphic"
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Color ("Tint", Color) = (1,1,1,1)
 		_Color ("Tint", Color) = (1,1,1,1)
 
 
-		_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
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Float) = 8
+		[HideInInspector] _Stencil ("Stencil ID", Float) = 0
+		[HideInInspector][Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Float) = 0
+		[HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 255
+		[HideInInspector] _StencilReadMask ("Stencil Read Mask", Float) = 255
 
 
-		_ColorMask ("Color Mask", Float) = 15
+		[HideInInspector] _ColorMask ("Color Mask", Float) = 15
 
 
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
 
 

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Fill.shader

@@ -10,7 +10,7 @@ Shader "Spine/Skeleton Fill" {
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader

@@ -9,7 +9,7 @@ Shader "Spine/Skeleton Lit ZWrite" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[HideInInspector] [HideInInspector, Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit.shader

@@ -8,7 +8,7 @@ Shader "Spine/Skeleton Lit" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader

@@ -12,7 +12,7 @@ Shader "Spine/Skeleton Tint" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader

@@ -14,7 +14,7 @@ Shader "Spine/Skeleton Tint Black" {
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton.shader

@@ -4,7 +4,7 @@ Shader "Spine/Skeleton" {
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Special-Skeleton-Grayscale.shader

@@ -9,7 +9,7 @@ Shader "Spine/Special/Skeleton Grayscale" {
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesPixelLit.shader

@@ -44,7 +44,7 @@ Shader "Spine/Sprite/Pixel Lit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesUnlit.shader

@@ -27,7 +27,7 @@ Shader "Spine/Sprite/Unlit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesVertexLit.shader

@@ -45,7 +45,7 @@ Shader "Spine/Sprite/Vertex Lit"
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _Cull ("__cull", Float) = 0.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
 		[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
-		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
+		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
 
 
 		// Outline properties are drawn via custom editor.
 		// Outline properties are drawn via custom editor.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0