﻿// Spine/Skeleton PMA Screen
// - single color multiply tint
// - unlit
// - Premultiplied alpha Multiply blending
// - No depth, no backface culling, no fog.
// - ShadowCaster pass

Shader "Spine/Blend Modes/Skeleton PMA Screen" {
	Properties {
		_Color ("Tint Color", Color) = (1,1,1,1)
		[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
		[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
		_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
		[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][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
		[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
		[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
		[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
	}

	SubShader {
		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
		LOD 100

		Fog { Mode Off }
		Cull Off
		ZWrite Off
		Blend One OneMinusSrcColor
		Lighting Off

		Stencil {
			Ref[_StencilRef]
			Comp[_StencilComp]
			Pass Keep
		}

		Pass {
			Name "Normal"
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
			#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
			ENDCG
		}

		Pass {
			Name "Caster"
			Tags { "LightMode" = "ShadowCaster" }
			Offset 1, 1

			ZWrite On
			ZTest LEqual

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_shadowcaster
			#pragma fragmentoption ARB_precision_hint_fastest
			#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
			ENDCG
		}
	}
	CustomEditor "SpineShaderWithOutlineGUI"
}
