"Spine/Special/Skeleton Grayscale" shader
// - Unlit | |
// - Premultiplied Alpha Blending (Optional straight alpha input) | |
// - Double-sided, no depth | |
Shader "Spine/Special/Skeleton Grayscale" { | |
Properties { | |
_GrayPhase ("Phase", Range(0, 1)) = 1 | |
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {} | |
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 | |
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 | |
} | |
SubShader { | |
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } | |
Blend One OneMinusSrcAlpha | |
Cull Off | |
ZWrite Off | |
Lighting Off | |
Pass { | |
CGPROGRAM | |
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
float _GrayPhase; | |
struct VertexInput { | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float4 vertexColor : COLOR; | |
}; | |
struct VertexOutput { | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float4 vertexColor : COLOR; | |
}; | |
VertexOutput vert (VertexInput v) { | |
VertexOutput o = (VertexOutput)0; | |
o.uv = v.uv; | |
o.vertexColor = v.vertexColor; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
return o; | |
} | |
float4 frag (VertexOutput i) : COLOR { | |
float4 rawColor = tex2D(_MainTex,i.uv); | |
float finalAlpha = (rawColor.a * i.vertexColor.a); | |
#if defined(_STRAIGHT_ALPHA_INPUT) | |
rawColor.rgb *= rawColor.a; | |
#endif | |
rawColor.rgb *= i.vertexColor.rgb; | |
float3 finalColor = lerp(rawColor.rgb, dot(rawColor.rgb, float3(0.3, 0.59, 0.11)), _GrayPhase); | |
return fixed4(finalColor, finalAlpha); | |
} | |
ENDCG | |
} | |
Pass { | |
Name "Caster" | |
Tags { "LightMode"="ShadowCaster" } | |
Offset 1, 1 | |
ZWrite On | |
ZTest LEqual | |
Fog { Mode Off } | |
Cull Off | |
Lighting Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma multi_compile_shadowcaster | |
#pragma fragmentoption ARB_precision_hint_fastest | |
#include "UnityCG.cginc" | |
sampler2D _MainTex; | |
fixed _Cutoff; | |
struct VertexOutput { | |
V2F_SHADOW_CASTER; | |
float2 uv : TEXCOORD1; | |
}; | |
VertexOutput vert (appdata_base v) { | |
VertexOutput o; | |
o.uv = v.texcoord; | |
TRANSFER_SHADOW_CASTER(o) | |
return o; | |
} | |
float4 frag (VertexOutput i) : COLOR { | |
fixed4 texcol = tex2D(_MainTex, i.uv); | |
clip(texcol.a - _Cutoff); | |
SHADOW_CASTER_FRAGMENT(i) | |
} | |
ENDCG | |
} | |
} | |
FallBack "Diffuse" | |
} |
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had to remove #if defined(_STRAIGHT_ALPHA_INPUT) for it to work. I wasn't able to toggle this through code or from the editor :/ |
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This shader doesn't work correctly on android. Slots with color keys disappear and lots of other stuff also disappears.