Hi ,
I have this shader that I made earlier. It is a simple shader with a fill parameter and a separate pass to do an "always visible" effect.
Now I want to have this shader be affected by the vertex lights in the scene. But I just don't know how to get that done.
can I get some directions on how to go about this?
thank you.
// -Vertex Lit + ShadowCaster
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Spine/Spine-Skeleton-Lit AlwaysVisible_B" {
Properties{
[NoScaleOffset] _MainTex("MainTex", 2D) = "white" {}
_FillColor("FillColor", Color) = (1,1,1,1)
_FillPhase("FillPhase", Range(0, 1)) = 0
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
_Color("always visible color", Color) = (0,0,0,0)
_OverlayPwr("OverlayIntensity", Range(0,1)) = 1
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader{
Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "overlay"
Tags { "Queue" = "Transparent" "RenderType" = "Transparent"}
ZWrite Off
Ztest Always
Cull Off
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
fixed _OverlayPwr;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
clip(texColor.a - _Cutoff);
return fixed4(_Color.rgb, (texColor.a * _OverlayPwr));
}
//fixed4 frag(v2f i) : SV_Target
//{
//return _Color;
//}
//#include "CGIncludes/Spine-Skeleton-Lit-Common.cginc"
ENDCG
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _FillColor;
float _FillPhase;
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) : SV_Target {
float4 rawColor = tex2D(_MainTex,i.uv);
float finalAlpha = (rawColor.a * i.vertexColor.a);
#if defined(_STRAIGHT_ALPHA_INPUT)
rawColor.rgb *= rawColor.a;
#endif
float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillPhase); // make sure to PMA _FillColor.
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;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert(appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "SpineShaderWithOutlineGUI"
}