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- 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] _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"
- }
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