Last active
February 10, 2022 14:27
-
-
Save pharan/81d4fad36d7d712fe134a872b803a83a to your computer and use it in GitHub Desktop.
"Spine/Special/Skeleton Grayscale" shader
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// - 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" | |
} |
@pharan is it save to say that with @Bilalmirza's change this shader can be used on mobile platforms? Cause a warning still appears when using the latest one from Spine
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
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 :/