81 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			81 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			Plaintext
		
	
Shader "Spine/Skeleton" {
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	Properties {
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		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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		[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
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	}
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	SubShader {
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		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane"}
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		Fog { Mode Off }
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		Cull Off
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		ZWrite Off
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		Blend One OneMinusSrcAlpha
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		Lighting Off
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		Pass {
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			Fog { Mode Off }
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			ColorMaterial AmbientAndDiffuse
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			SetTexture [_MainTex] {
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				Combine texture * primary
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			}
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		}
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		Pass {
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			Name "Caster"
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			Tags { "LightMode"="ShadowCaster" }
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			Offset 1, 1
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			ZWrite On
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			ZTest LEqual
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			Fog { Mode Off }
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			Cull Off
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			Lighting Off
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			CGPROGRAM
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			#pragma vertex vert
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			#pragma fragment frag
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			#pragma multi_compile_shadowcaster
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			#pragma fragmentoption ARB_precision_hint_fastest
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			#include "UnityCG.cginc"
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			sampler2D _MainTex;
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			fixed _Cutoff;
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			struct v2f { 
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				V2F_SHADOW_CASTER;
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				float2  uv : TEXCOORD1;
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			};
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			v2f vert (appdata_base v) {
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				v2f o;
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				TRANSFER_SHADOW_CASTER(o)
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				o.uv = v.texcoord;
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				return o;
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			}
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			float4 frag (v2f i) : COLOR {
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				fixed4 texcol = tex2D(_MainTex, i.uv);
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				clip(texcol.a - _Cutoff);
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				SHADOW_CASTER_FRAGMENT(i)
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			}
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			ENDCG
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		}
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	}
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	SubShader {
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		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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		Cull Off
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		ZWrite Off
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		Blend One OneMinusSrcAlpha
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		Lighting Off
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		Pass {
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			ColorMaterial AmbientAndDiffuse
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			SetTexture [_MainTex] {
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				Combine texture * primary DOUBLE, texture * primary
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			}
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		}
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	}
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}
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