Shader "Spine/Skeleton clip" {
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 {
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 : TEXCOORD0;
float2 worldPos : TEXCOORD1;
};
uniform float4 _MainTex_ST;
float4 _ClipRange0 = float4(0.0, 0.0, 1.0, 1.0);
float2 _ClipArgs0 = float2(1000.0, 1000.0);
v2f vert (appdata_base v) {
v2f o;
TRANSFER_SHADOW_CASTER(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.worldPos = v.vertex.xy * _ClipRange0.zw + _ClipRange0.xy;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
float4 frag (v2f i) : COLOR {
// Softness factor
float2 factor = (float2(1.0, 1.0) - abs(i.worldPos)) * _ClipArgs0;
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff);
texcol.a *= clamp(min(factor.x, factor.y), 0.0, 1.0);
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
}
}
}
}