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@@ -1,4 +1,4 @@
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-// - Unlit + no shadow
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+// - Unlit
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// - Premultiplied Alpha Blending (Optional straight alpha input)
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// - Double-sided, no depth
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@@ -7,6 +7,7 @@ Shader "Spine/Skeleton Fill" {
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_FillColor ("FillColor", Color) = (1,1,1,1)
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_FillPhase ("FillPhase", Range(0, 1)) = 0
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
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+ _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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}
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SubShader {
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@@ -59,6 +60,46 @@ Shader "Spine/Skeleton Fill" {
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}
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ENDCG
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}
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+
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+ Pass {
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+ Name "Caster"
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+ Tags { "LightMode"="ShadowCaster" }
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+ Offset 1, 1
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+ ZWrite On
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+ ZTest LEqual
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+
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+ Fog { Mode Off }
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+ Cull Off
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+ Lighting Off
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+
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+ CGPROGRAM
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+ #pragma vertex vert
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+ #pragma fragment frag
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+ #pragma multi_compile_shadowcaster
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+ #pragma fragmentoption ARB_precision_hint_fastest
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+ #include "UnityCG.cginc"
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+ sampler2D _MainTex;
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+ fixed _Cutoff;
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+
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+ struct VertexOutput {
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+ V2F_SHADOW_CASTER;
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+ float2 uv : TEXCOORD1;
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+ };
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+
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+ VertexOutput vert (appdata_base v) {
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+ VertexOutput o;
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+ o.uv = v.texcoord;
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+ TRANSFER_SHADOW_CASTER(o)
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+ return o;
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+ }
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+
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+ float4 frag (VertexOutput i) : COLOR {
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+ fixed4 texcol = tex2D(_MainTex, i.uv);
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+ clip(texcol.a - _Cutoff);
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+ SHADOW_CASTER_FRAGMENT(i)
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+ }
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+ ENDCG
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+ }
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}
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FallBack "Diffuse"
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-}
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+}
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