A sample spine-unity shader substitute for the Spine/Skeleton shader that allows filling pixels with a certain color _FillColor, with a custom alpha _FillAlpha.
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using UnityEngine; | |
using System.Collections; | |
using Spine; | |
using Spine.Unity; | |
public class SampleSkeletonFillUse : MonoBehaviour { | |
MeshRenderer meshRenderer; | |
MaterialPropertyBlock block; | |
IEnumerator Start () { // Start as a coroutine. | |
var state = GetComponent<SkeletonAnimation>().state; | |
meshRenderer = GetComponent<MeshRenderer>(); | |
block = new MaterialPropertyBlock(); | |
meshRenderer.SetPropertyBlock(block); | |
while (true) { | |
yield return new WaitForSeconds(1f); // Wait 1 second. | |
state.SetAnimation(0, "hit", false); // Play hit animation. | |
state.AddAnimation(0, "idle", true, 0f); // Queue idle animation. | |
StartCoroutine(FlashRoutine()); // Flash the fill color. | |
} | |
} | |
IEnumerator FlashRoutine () { | |
const int Flashes = 4; | |
// You can use these instead of strings. | |
int fillAlpha = Shader.PropertyToID("_FillAlpha"); | |
int fillColor = Shader.PropertyToID("_FillColor"); | |
for (int i = 0; i < Flashes; i++) { | |
block.SetFloat(fillAlpha, 1f); // Make the fill opaque. | |
block.SetColor(fillColor, Color.white); // Fill with white. | |
meshRenderer.SetPropertyBlock(block); | |
yield return null; | |
block.SetColor(fillColor, new Color(0.8f, 0, 0)); // Fill with red. | |
meshRenderer.SetPropertyBlock(block); | |
yield return null; | |
block.SetFloat(fillAlpha, 0f); // Remove the fill. | |
meshRenderer.SetPropertyBlock(block); | |
yield return null; | |
} | |
} | |
} |
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//Skeleton Fill | |
// - Unlit + no shadow | |
// - Premultiplied Alpha Blending (One OneMinusSrcAlpha) | |
// - Double-sided, no depth | |
Shader "Spine/Skeleton Fill" { | |
Properties { | |
_FillColor ("Fill Color", Color) = (1,1,1,1) | |
_FillAlpha ("Fill Alpha", Range(0, 1)) = 0 | |
[NoScaleOffset]_MainTex ("Main Texture", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane" } | |
LOD 100 | |
Blend One OneMinusSrcAlpha | |
Cull Off | |
ZWrite Off | |
Lighting Off | |
Pass { | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
uniform sampler2D _MainTex; | |
uniform float4 _FillColor; | |
uniform float _FillAlpha; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
float2 texcoord0 : TEXCOORD0; | |
float4 vertexColor : COLOR; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
float2 uv0 : TEXCOORD0; | |
float4 vertexColor : COLOR; | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o = (VertexOutput)0; | |
o.uv0 = v.texcoord0; | |
o.vertexColor = v.vertexColor; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
return o; | |
} | |
float4 frag (VertexOutput i) : COLOR { | |
float4 rawColor = tex2D(_MainTex,i.uv0); | |
float finalAlpha = (rawColor.a * i.vertexColor.a); | |
float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillAlpha); | |
return fixed4(finalColor, finalAlpha); | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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