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Unity Spine 整体透明

spine的不规则透明我是用了截图方式处理,没有啥可记录的,但是整体透明不需要那么复杂处理,有点浪费,想着百度一个出来,结果知乎大佬们一个劲说spine的透明是不可能的,在这里插入图片描述
在这里插入图片描述
我只是想要个透明的效果,手机上又看不到细节,谁会拿着放大镜在那吹毛求疵,算了自己写个简略版的,代码复制粘贴到游戏可直接见效果。上代码:
// Unity built-in shader source. Copyright © 2016 Unity Technologies. MIT license (see license.txt)

Shader "UI-Effect/SpinePetAlpha"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_Alpha ("Alpha", Range(0, 1)) = 1
	[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 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
}

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

		Lighting Off
		ZWrite[_ZWrite]
		ZTest LEqual
		Cull Off
		Lighting Off
		Blend SrcAlpha OneMinusSrcAlpha


		Pass
		{
			Name "Pass Rect"
			Stencil
			{
				Ref 0
				Comp Always  
				Pass IncrSat
				ReadMask 255 
				WriteMask 255
			}



			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"           

			#pragma multi_compile __ UNITY_UI_ALPHACLIP

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;
			sampler2D _MainTex;
			uniform fixed4 _MainTex_ST;
			v2f vert(appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);//IN.texcoord;

				OUT.color = IN.color ;
				return OUT;
			}


			fixed4 frag(v2f IN) : SV_Target
			{
				half4 color = (tex2D(_MainTex, IN.texcoord)) * IN.color;
				clip(color.a - 0.05);
				return fixed4(0, 0, 0, 0);
			}

			ENDCG
		}


		Pass
		{
			Stencil
			{
				Ref 1
				Comp Equal
				Fail DecrSat 
				ReadMask 255 
				WriteMask 255
			}

			Name "Spine-Default"
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 2.0

			#include "UnityCG.cginc"
			#include "UnityUI.cginc"           

			#pragma multi_compile __ UNITY_UI_ALPHACLIP

			struct appdata_t
			{
				float4 vertex   : POSITION;
				float4 color    : COLOR;
				float2 texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f
			{
				float4 vertex   : SV_POSITION;
				fixed4 color : COLOR;
				float2 texcoord  : TEXCOORD0;
				float4 worldPosition : TEXCOORD1;
				UNITY_VERTEX_OUTPUT_STEREO
			};

			fixed4 _Color;
			fixed4 _TextureSampleAdd;
			float4 _ClipRect;
			sampler2D _MainTex;
			uniform fixed4 _MainTex_ST;
			fixed _Alpha;
			v2f vert(appdata_t IN)
			{
				v2f OUT;
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
				OUT.worldPosition = IN.vertex;
				OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

				OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);//IN.texcoord;

				OUT.color = IN.color;
				return OUT;
			}


			fixed4 frag(v2f IN) : SV_Target
			{
				// 去顶点色计算
				half4 color = (tex2D(_MainTex, IN.texcoord)) * IN.color;
				color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
				clip(color.a - 0.05);

	
				return fixed4(color.rgb, _Alpha);
			}
		ENDCG
		}
	}

}

模板测试的值设置参考Unity官方,搜stencil就能看到。
没加之前的设置透明后如下:
在这里插入图片描述
添加材质之后在这里插入图片描述

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