Browse Source

[unity] Fixed Spine shader stencil parameters being hidden/shown inconsistently. Now there is a unified stencil foldout section, hiding complexity by default. Closes #1570.

Harald Csaszar 5 years ago
parent
commit
c59b2676bb
33 changed files with 87 additions and 54 deletions
  1. 4 4
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader
  2. 28 0
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineShaderWithOutlineGUI.cs
  3. 5 0
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Shaders/SpineSpriteShaderGUI.cs
  4. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Additive.shader
  5. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Multiply.shader
  6. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/BlendModes/Spine-Skeleton-PMA-Screen.shader
  7. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Additive-Outline.shader
  8. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Multiply-Outline.shader
  9. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/BlendModes/Spine-Skeleton-PMA-Screen-Outline.shader
  10. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-Outline.shader
  11. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack-Outline.shader
  12. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Fill-Outline.shader
  13. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-Outline.shader
  14. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Lit-ZWrite-Outline.shader
  15. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Outline.shader
  16. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-Tint-Outline.shader
  17. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Skeleton-TintBlack-Outline.shader
  18. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Spine-Special-Skeleton-Grayscale-Outline.shader
  19. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesPixelLit-Outline.shader
  20. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesUnlit-Outline.shader
  21. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Outline/Sprite/SpritesVertexLit-Outline.shader
  22. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic-TintBlack.shader
  23. 6 6
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/SkeletonGraphic/Spine-SkeletonGraphic.shader
  24. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Fill.shader
  25. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit-ZWrite.shader
  26. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Lit.shader
  27. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-Tint.shader
  28. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader
  29. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Skeleton.shader
  30. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Spine-Special-Skeleton-Grayscale.shader
  31. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesPixelLit.shader
  32. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesUnlit.shader
  33. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Shaders/Sprite/SpritesVertexLit.shader

+ 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" {}
 		_TextureFade ("Texture Fade Out", Range(0,1)) = 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 {
 		Tags {
@@ -26,7 +26,7 @@ Shader "Spine/Special/SkeletonGhost" {
 			Comp[_StencilComp]
 			Pass Keep
 		}
-      
+
 		Pass {
 			CGPROGRAM
 			#pragma vertex vert
@@ -35,7 +35,7 @@ Shader "Spine/Special/SkeletonGhost" {
 			sampler2D _MainTex;
 			fixed4 _Color;
 			fixed _TextureFade;
-			    
+
 			struct VertexInput {
 				float4 vertex : POSITION;
 				float2 uv : TEXCOORD0;
@@ -64,4 +64,4 @@ Shader "Spine/Special/SkeletonGhost" {
 			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;
 	bool _showAdvancedOutlineSettings = false;
+	bool _showStencilSettings = false;
 
 	MaterialProperty _OutlineWidth = null;
 	MaterialProperty _OutlineColor = null;
@@ -45,6 +46,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	MaterialProperty _OutlineSmoothness = null;
 	MaterialProperty _Use8Neighbourhood = 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 _OutlineWidthText = new GUIContent("Outline Width", "");
@@ -54,8 +57,11 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 	static GUIContent _OutlineSmoothnessText = new GUIContent("Outline Smoothness", "");
 	static GUIContent _Use8NeighbourhoodText = new GUIContent("Sample 8 Neighbours", "");
 	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 _ShowStencilText = new GUIContent("Stencil", "Stencil parameters for mask interaction.");
 
 	protected const string ShaderOutlineNamePrefix = "Spine/Outline/";
 	protected const string ShaderNormalNamePrefix = "Spine/";
@@ -68,6 +74,8 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 
 		base.OnGUI(materialEditor, properties);
 		EditorGUILayout.Space();
+		RenderStencilProperties();
+		EditorGUILayout.Space();
 		RenderOutlineProperties();
 	}
 
@@ -84,6 +92,26 @@ public class SpineShaderWithOutlineGUI : ShaderGUI {
 		_OutlineSmoothness = FindProperty("_OutlineSmoothness", props, false);
 		_Use8Neighbourhood = FindProperty("_Use8Neighbourhood", 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 () {

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

@@ -299,6 +299,11 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
 			dataChanged |= RenderRimLightingProperties();
 		}
 
+		{
+			EditorGUILayout.Space();
+			RenderStencilProperties();
+		}
+
 		{
 			EditorGUILayout.Space();
 			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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_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
 

+ 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)
 		_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
 

+ 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
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[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)
 		_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
 

+ 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
 		_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
 

+ 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
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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
 		_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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
 		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
 		[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.
 		[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" {}
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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
 		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[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] _Cull ("__cull", Float) = 0.0
 		[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.
 		[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0