更新,spine和很多优化
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// Simple shader for e.g. a Quad that renders a RenderTexture.
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// Texture color is multiplied by a color property, mostly for alpha fadeout.
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Shader "Spine/RenderQuad" {
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Properties{
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_Color("Color", Color) = (1,1,1,1)
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[NoScaleOffset] _MainTex("MainTex", 2D) = "white" {}
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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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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Blend One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Lighting Off
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Name "Normal"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _Color;
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struct VertexInput {
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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};
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VertexOutput vert(VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv = v.uv;
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o.vertexColor = v.vertexColor;
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o.pos = UnityObjectToClipPos(v.vertex);
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return o;
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}
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float4 frag(VertexOutput i) : SV_Target {
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float4 texColor = tex2D(_MainTex,i.uv);
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_Color.rgb *= _Color.a;
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return texColor * _Color;
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}
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ENDCG
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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 VertexOutput {
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V2F_SHADOW_CASTER;
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float4 uvAndAlpha : TEXCOORD1;
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};
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VertexOutput vert(appdata_base v, float4 vertexColor : COLOR) {
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VertexOutput o;
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o.uvAndAlpha = v.texcoord;
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o.uvAndAlpha.a = vertexColor.a;
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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float4 frag(VertexOutput i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
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clip(texcol.a* i.uvAndAlpha.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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FallBack "Diffuse"
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}
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