spine粗略描边shader

Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_MainTex ("Texture to blend", 2D) = "black" {}
}
// 2 texture stage GPUs
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100

Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off

Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};

struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};

sampler2D _MainTex;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex.y = o.vertex.y*1.03;
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}

fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex,i.texcoord);
col = fixed4(0,0,1,0.2)*ceil(col.a);
return col;
}
ENDCG
}

Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};

struct v2f
{
float4 vertex : SV_POSITION;
half2 texcoord : TEXCOORD0;
fixed4 color : COLOR;
};

sampler2D _MainTex;

v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.vertex.x = o.vertex.x*1.03;
o.texcoord = v.texcoord;
o.color = v.color;
return o;
}

fixed4 frag (v2f i) : COLOR
{
fixed4 col = tex2D(_MainTex,i.texcoord);

col = fixed4(0,0,0,0)*ceil(col.a);
return col;
}
ENDCG
}

Pass {
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] {
Combine texture * primary
}
}

Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1

Fog { Mode Off }
ZWrite On
ZTest LEqual
Cull Off
Lighting Off

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
struct v2f { 
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};

uniform float4 _MainTex_ST;

v2f vert (appdata_base v) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}

uniform sampler2D _MainTex;
uniform fixed _Cutoff;

float4 frag (v2f i) : COLOR {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
// 1 texture stage GPUs
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100

Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Lighting Off

Pass {
ColorMaterial AmbientAndDiffuse
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}

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