i have add a depth write in the spine-skeleton.shader already
(i didn't make a new shader because i want it to replace the default)
Shader "Spine/Skeleton" {
Properties {
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.0
_Color ("Color", Color) = (1.000000,1.000000,1.000000,1.000000)
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_GrayLerp ("GrayLerp",Range(0,1)) = 1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 1
[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" }
Fog { Mode Off }
Cull Off
ZWrite Off
Lighting Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Name "Normal"
ColorMask RGBA
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
float _GrayLerp;
float4 _Color;
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;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor;
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
float4 allColor = texColor * i.vertexColor * _Color;
fixed gray = 0.30 * allColor.r + 0.59 * allColor.g + 0.11 * allColor.b;
fixed3 finalColor = lerp(gray, allColor, _GrayLerp);
return fixed4(finalColor.r, finalColor.g, finalColor.b,allColor.a);
}
ENDCG
}
Pass {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Name "Depth"
ColorMask 0
ZWrite On
CGPROGRAM
#pragma target 2.0
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#define _ALPHA_CLIP
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
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;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor;
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
texColor = texColor * i.vertexColor;
clip(texColor.a - _Cutoff);
return texColor;
}
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
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}
it works for most spine resoures,BUT rare spine resoures have layer flicker during rendering
i don't know why it is