Shader "Universal Render Pipeline/2D/Spine/Sprite" { Properties { _MainTex("Main Texture", 2D) = "white" {} _MaskTex("Mask", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 _EmissionColor("Color", Color) = (0,0,0,0) _EmissionMap("Emission", 2D) = "white" {} _EmissionPower("Emission Power", Float) = 2.0 _FixedNormal("Fixed Normal", Vector) = (0,0,1,1) _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 _RimPower("Rim Power", Float) = 2.0 _RimColor("Rim Color", Color) = (1,1,1,1) _BlendTex("Blend Texture", 2D) = "white" {} _BlendAmount("Blend", Range(0,1)) = 0.0 [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", 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 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { // UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Tags { "LightMode" = "Universal2D" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ // ------------------------------------- // Material Keywords #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2 #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE #pragma shader_feature _NORMALMAP #pragma shader_feature _ALPHA_CLIP #pragma shader_feature _EMISSION #pragma shader_feature _COLOR_ADJUST #pragma shader_feature _RIM_LIGHTING #pragma shader_feature _TEXTURE_BLEND #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile _ PIXELSNAP_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing //-------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex CombinedShapeLightVertex #pragma fragment CombinedShapeLightFragment #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "../Include/Spine-Input-Sprite-URP.hlsl" #include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl" ENDHLSL } Pass { Tags { "LightMode" = "NormalsRendering"} Blend SrcAlpha OneMinusSrcAlpha Cull[_Cull] ZWrite[_ZWrite] HLSLPROGRAM #pragma prefer_hlslcc gles #pragma vertex NormalsRenderingVertex #pragma fragment NormalsRenderingFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE #pragma shader_feature _NORMALMAP #pragma shader_feature _ALPHA_CLIP #pragma multi_compile _ PIXELSNAP_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "../Include/Spine-Input-Sprite-URP.hlsl" #include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl" ENDHLSL } UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT" } FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit" CustomEditor "SpineSpriteShaderGUI" }