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60 lines
2.1 KiB

Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
Properties {
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "SpineShaderWithOutlineGUI"
}