fix:1、添加项目

This commit is contained in:
2026-04-22 09:52:55 +08:00
commit 173cfb2dc9
5871 changed files with 600870 additions and 0 deletions
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 6a7bd28c2cf2e41499693d9f8f9e2e1a
folderAsset: yes
timeCreated: 1573829102
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,46 @@
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Additive"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Additive" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One One
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Additive/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Additive/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Additive"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 0299ffae826705448b6c80ccc6a53b75
timeCreated: 1573829476
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,46 @@
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Multiply"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Multiply" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend DstColor OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Multiply/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Multiply"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4b3566a937643b8498d1ec6df5880b77
timeCreated: 1573829476
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,46 @@
// Outline shader variant of "Spine/Blend Modes/Skeleton PMA Screen"
Shader "Spine/Outline/Blend Modes/Skeleton PMA Screen" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcColor
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/NORMAL"
UsePass "Spine/Blend Modes/Skeleton PMA Screen/CASTER"
}
FallBack "Spine/Blend Modes/Skeleton PMA Screen"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e61a8d94e453ff641a7e39c4b11cac95
timeCreated: 1573829476
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 329bda94bce571446a1a149b53ccf45c
folderAsset: yes
timeCreated: 1574096529
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,119 @@
#ifndef SPINE_OUTLINE_PASS_INCLUDED
#define SPINE_OUTLINE_PASS_INCLUDED
#include "UnityCG.cginc"
#ifdef SKELETON_GRAPHIC
#include "UnityUI.cginc"
#endif
sampler2D _MainTex;
float _OutlineWidth;
float4 _OutlineColor;
float4 _MainTex_TexelSize;
float _ThresholdEnd;
float _OutlineSmoothness;
float _OutlineMipLevel;
int _OutlineReferenceTexWidth;
#ifdef SKELETON_GRAPHIC
float4 _ClipRect;
#endif
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float vertexColorAlpha : COLOR;
#ifdef SKELETON_GRAPHIC
float4 worldPosition : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef SKELETON_GRAPHIC
VertexOutput vertOutlineGraphic(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.worldPosition = v.vertex;
o.pos = UnityObjectToClipPos(o.worldPosition);
o.uv = v.uv;
#ifdef UNITY_HALF_TEXEL_OFFSET
o.pos.xy += (_ScreenParams.zw - 1.0) * float2(-1, 1);
#endif
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#else // !SKELETON_GRAPHIC
VertexOutput vertOutline(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
#endif
float4 fragOutline(VertexOutput i) : SV_Target {
float4 texColor = fixed4(0,0,0,0);
float outlineWidthCompensated = _OutlineWidth / (_OutlineReferenceTexWidth * _MainTex_TexelSize.x);
float xOffset = _MainTex_TexelSize.x * outlineWidthCompensated;
float yOffset = _MainTex_TexelSize.y * outlineWidthCompensated;
float xOffsetDiagonal = _MainTex_TexelSize.x * outlineWidthCompensated * 0.7;
float yOffsetDiagonal = _MainTex_TexelSize.y * outlineWidthCompensated * 0.7;
float pixelCenter = tex2D(_MainTex, i.uv).a;
float4 uvCenterWithLod = float4(i.uv, 0, _OutlineMipLevel);
float pixelTop = tex2Dlod(_MainTex, uvCenterWithLod + float4(0, yOffset, 0, 0)).a;
float pixelBottom = tex2Dlod(_MainTex, uvCenterWithLod + float4(0, -yOffset, 0, 0)).a;
float pixelLeft = tex2Dlod(_MainTex, uvCenterWithLod + float4(-xOffset, 0, 0, 0)).a;
float pixelRight = tex2Dlod(_MainTex, uvCenterWithLod + float4(xOffset, 0, 0, 0)).a;
#if _USE8NEIGHBOURHOOD_ON
float numSamples = 8;
float pixelTopLeft = tex2Dlod(_MainTex, uvCenterWithLod + float4(-xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelTopRight = tex2Dlod(_MainTex, uvCenterWithLod + float4(xOffsetDiagonal, yOffsetDiagonal, 0, 0)).a;
float pixelBottomLeft = tex2Dlod(_MainTex, uvCenterWithLod + float4(-xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float pixelBottomRight = tex2Dlod(_MainTex, uvCenterWithLod + float4(xOffsetDiagonal, -yOffsetDiagonal, 0, 0)).a;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight +
pixelTopLeft + pixelTopRight + pixelBottomLeft + pixelBottomRight)
* i.vertexColorAlpha / numSamples;
#else // 4 neighbourhood
float numSamples = 1;
float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * i.vertexColorAlpha / numSamples;
#endif
float thresholdStart = _ThresholdEnd * (1.0 - _OutlineSmoothness);
float outlineAlpha = saturate((average - thresholdStart) / (_ThresholdEnd - thresholdStart)) - pixelCenter;
texColor.rgba = lerp(texColor, _OutlineColor, outlineAlpha);
#ifdef SKELETON_GRAPHIC
texColor *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect);
#endif
return texColor;
}
#endif // SPINE_OUTLINE_PASS_INCLUDED
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 2ec781e799f97504c8a418e168759f70
timeCreated: 1574096529
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 6e8ed065898e65f4d9303492725fb912
folderAsset: yes
timeCreated: 1573829873
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,75 @@
// Outline shader variant of "Spine/SkeletonGraphic"
Shader "Spine/Outline/SkeletonGraphic"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint", Color) = (1,1,1,1)
[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
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutlineGraphic
#pragma fragment fragOutline
#define SKELETON_GRAPHIC
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "../CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
UsePass "Spine/SkeletonGraphic/NORMAL"
}
FallBack "Spine/SkeletonGraphic"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 8f5d14d2a7fedb84998c50eb96c8b748
timeCreated: 1573829873
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,68 @@
// Outline shader variant of "Spine/SkeletonGraphic Tint Black"
Shader "Spine/Outline/SkeletonGraphic Tint Black"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_CANVAS_GROUP_COMPATIBLE)] _CanvasGroupCompatible("CanvasGroup Compatible", Int) = 0
_Color ("Tint", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[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
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Fog { Mode Off }
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
UsePass "Spine/Outline/SkeletonGraphic/OUTLINE"
UsePass "Spine/SkeletonGraphic Tint Black/NORMAL"
}
FallBack "Spine/SkeletonGraphic Tint Black"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: d55d64dd09c46af40a319933a62fa1b2
timeCreated: 1573830121
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,43 @@
// Outline shader variant of "Spine/Skeleton Fill"
Shader "Spine/Outline/Skeleton Fill" {
Properties {
_FillColor ("FillColor", Color) = (1,1,1,1)
_FillPhase ("FillPhase", Range(0, 1)) = 0
[NoScaleOffset] _MainTex ("MainTex", 2D) = "white" {}
_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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Fill/NORMAL"
UsePass "Spine/Skeleton Fill/CASTER"
}
FallBack "Spine/Skeleton Fill"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: e158cbe58baa093438feb3d691f3daba
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,39 @@
// Outline shader variant of "Spine/Skeleton Lit"
Shader "Spine/Outline/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[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
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Lit/NORMAL"
UsePass "Spine/Skeleton Lit/CASTER"
}
FallBack "Spine/Skeleton Lit"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 10fab3f69a099be4391fe8a1ad880c65
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,40 @@
// Outline shader variant of "Spine/Skeleton Lit ZWrite"
Shader "Spine/Outline/Skeleton Lit ZWrite" {
Properties {
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[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
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Lit ZWrite/NORMAL"
UsePass "Spine/Skeleton Lit ZWrite/CASTER"
}
FallBack "Spine/Skeleton Lit ZWrite"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 756be4f2f738f6c4583bb1c90e16bf0b
timeCreated: 1573828964
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,52 @@
// Outline shader variant of "Spine/Skeleton"
Shader "Spine/Outline/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[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
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
CGPROGRAM
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#include "CGIncludes/Spine-Outline-Pass.cginc"
ENDCG
}
UsePass "Spine/Skeleton/NORMAL"
UsePass "Spine/Skeleton/CASTER"
}
FallBack "Spine/Skeleton"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 28b5cf4804845fe4b868531fd0bb81d5
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,46 @@
// Outline shader variant of "Spine/Skeleton Tint"
Shader "Spine/Outline/Skeleton Tint" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint/NORMAL"
UsePass "Spine/Skeleton Tint/CASTER"
}
FallBack "Spine/Skeleton Tint"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 4f1fdc166fed03649835949d3b79cba3
timeCreated: 1573817434
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,47 @@
// Outline shader variant of "Spine/Skeleton Tint Black"
Shader "Spine/Outline/Skeleton Tint Black" {
Properties {
_Color ("Tint Color", Color) = (1,1,1,1)
_Black ("Black Point", Color) = (0,0,0,0)
[NoScaleOffset] _MainTex ("MainTex", 2D) = "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
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Fog { Mode Off }
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Skeleton Tint Black/NORMAL"
UsePass "Spine/Skeleton Tint Black/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 49cf725a1e40e7742be92917f83946c3
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,43 @@
// Outline shader variant of "Spine/Special/Skeleton Grayscale"
Shader "Spine/Outline/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
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Special/Skeleton Grayscale/NORMAL"
UsePass "Spine/Special/Skeleton Grayscale/CASTER"
}
FallBack "Spine/Special/Skeleton Grayscale"
CustomEditor "SpineShaderWithOutlineGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1d3e1518ae643a749b086bc7972893d2
timeCreated: 1573828963
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 615182d5e489bf3478299e5bbf15dc23
folderAsset: yes
timeCreated: 1573830740
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,83 @@
// Outline shader variant of "Spine/Sprite/Pixel Lit"
Shader "Spine/Outline/Sprite/Pixel Lit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor ("Rim Color", Color) = (1,1,1,1)
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 200
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Pixel Lit/FORWARD"
UsePass "Spine/Sprite/Pixel Lit/FORWARD_DELTA"
UsePass "Spine/Sprite/Pixel Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Pixel Lit"
CustomEditor "SpineSpriteShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: a27d4b27c8ecd9840a03558ccc5ad8a3
timeCreated: 1573830741
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,63 @@
// Outline shader variant of "Spine/Sprite/Unlit"
Shader "Spine/Outline/Sprite/Unlit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 100
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Unlit/NORMAL"
UsePass "Spine/Sprite/Unlit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Unlit"
CustomEditor "SpineSpriteShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 276c07e3bdd5719458187a5823e9d96a
timeCreated: 1573830740
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,82 @@
// Outline shader variant of "Spine/Sprite/Vertex Lit"
Shader "Spine/Outline/Sprite/Vertex Lit"
{
Properties
{
_MainTex ("Main Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap ("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
[PerRendererData] _EnableExternalAlpha ("Enable External Alpha", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal ("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite ("Depth Write", Float) = 0.0
_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue ("Custom Render Queue", Float) = 0.0
_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor ("Rim Color", Color) = (1,1,1,1)
_BlendTex ("Blend Texture", 2D) = "white" {}
_BlendAmount ("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
[HideInInspector] _Cull ("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[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
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
LOD 150
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
UsePass "Spine/Outline/Skeleton/OUTLINE"
UsePass "Spine/Sprite/Vertex Lit/VERTEX"
UsePass "Spine/Sprite/Vertex Lit/SHADOWCASTER"
}
FallBack "Spine/Sprite/Vertex Lit"
CustomEditor "SpineSpriteShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 30ef5dd318033004588a6481c092416a
timeCreated: 1573830740
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant: