- Modifié
How to change color in default spine shader ?
I want to change color to Gray or other when the character under attack.
I modify the default shader:
Why there is no effect by "LightMode"="ShadowCaster" ?
Does there another way?
Shader "Spine/SkeletonHero" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
_MainTex ("Texture to blend", 2D) = "black" {}
_MainColor ("Main Color", Color) = (1.0, 1.0, 1.0, 1.0)
}
// 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;
};
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 _MainColor;
float4 frag (v2f i) : COLOR {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip(texcol.a - _Cutoff);
if(_MainColor.r == 0)
{
float gray = dot(texcol.rgb, float3(0.299, 0.587, 0.114));
texcol.rgb = float3(gray, gray + 0.1, gray + 0.2);
return texcol;
}
else if(_MainColor.b == 0)
{
float gray = dot(texcol.rgb, float3(0.299, 0.587, 0.114));
texcol.rgb = float3(gray - 0.1,gray + 0.05,gray + 0.2);
return texcol;
}
else if(_MainColor.g == 0)
{
float gray = dot(texcol.rgb, float3(0.1, 0.247, 0.014));
texcol.rgb = float3(gray, gray, gray);
return texcol;
}
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
}
}
}
}
I found when I use
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
instead
Tags {"LightMode"="ShadowCaster"}
It works, but has some problem.
Thanks.
Easiest way is to use Skeleton.color.
GetComponent<SkeletonRenderer>().skeleton.SetColor( Color )
I want to set colo to Black white Color
like this:
dot(texcol.rgb, float3(0.299, 0.587, 0.114))
GetComponent<SkeletonRenderer>().skeleton.color only set RGBA color.
like this:
freeze boy:
normal boy