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@@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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_ColorMask ("Color Mask", Float) = 15
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+
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+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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}
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SubShader
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SubShader
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@@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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CGPROGRAM
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CGPROGRAM
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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+
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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- fixed4 _Color;
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- fixed4 _Black;
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+ #include "UnityUI.cginc"
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+
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+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
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struct VertexInput {
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struct VertexInput {
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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@@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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float2 texcoord : TEXCOORD0;
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float2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv2 : TEXCOORD2;
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+ UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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@@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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half2 texcoord : TEXCOORD0;
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half2 texcoord : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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float2 uv2 : TEXCOORD2;
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+ float4 worldPosition : TEXCOORD3;
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+ UNITY_VERTEX_OUTPUT_STEREO
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};
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};
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-
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+
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+ fixed4 _Color;
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+ fixed4 _Black;
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+ fixed4 _TextureSampleAdd;
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+ float4 _ClipRect;
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VertexOutput vert (VertexInput IN) {
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VertexOutput vert (VertexInput IN) {
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VertexOutput OUT;
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VertexOutput OUT;
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- OUT.vertex = UnityObjectToClipPos(IN.vertex);
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- OUT.texcoord = IN.texcoord;
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- #ifdef UNITY_HALF_TEXEL_OFFSET
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- OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
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- #endif
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+ UNITY_SETUP_INSTANCE_ID(IN);
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+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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+
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+ OUT.worldPosition = IN.vertex;
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+ OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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+ OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
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OUT.uv1 = IN.uv1;
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OUT.uv1 = IN.uv1;
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@@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
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fixed4 frag (VertexOutput IN) : SV_Target
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fixed4 frag (VertexOutput IN) : SV_Target
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{
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{
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- float4 texColor = tex2D(_MainTex, IN.texcoord);
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- //clip(color.a - 0.01);
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+ half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
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+
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+ texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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+
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+ #ifdef UNITY_UI_ALPHACLIP
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+ clip (texColor.a - 0.001);
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+ #endif
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+
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return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
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}
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}
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ENDCG
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ENDCG
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