// Outline shader variant of "Spine/Sprite/Unlit"

Shader "Spine/Outline/Sprite/Unlit"
{
	Properties
	{
		_MainTex ("Main Texture", 2D) = "white" {}
		_Color ("Color", Color) = (1,1,1,1)

		[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0

		_ZWrite ("Depth Write", Float) = 0.0
		_Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.0
		_ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
		_CustomRenderQueue ("Custom Render Queue", Float) = 0.0

		_OverlayColor ("Overlay Color", Color) = (0,0,0,0)
		_Hue("Hue", Range(-0.5,0.5)) = 0.0
		_Saturation("Saturation", Range(0,2)) = 1.0
		_Brightness("Brightness", Range(0,2)) = 1.0

		_BlendTex ("Blend Texture", 2D) = "white" {}
		_BlendAmount ("Blend", Range(0,1)) = 0.0

		[HideInInspector] _SrcBlend ("__src", Float) = 1.0
		[HideInInspector] _DstBlend ("__dst", Float) = 0.0
		[HideInInspector] _RenderQueue ("__queue", Float) = 0.0
		[HideInInspector] _Cull ("__cull", Float) = 0.0
		[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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
		[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
	}

	SubShader
	{
		Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
		LOD 100

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

		UsePass "Spine/Outline/Skeleton/OUTLINE"

		UsePass "Spine/Sprite/Unlit/NORMAL"

		UsePass "Spine/Sprite/Unlit/SHADOWCASTER"
	}
	FallBack "Spine/Sprite/Unlit"
	CustomEditor "SpineSpriteShaderGUI"
}
