Shader "Universal Render Pipeline/2D/Spine/Skeleton LitTest" { Properties { [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} [NoScaleOffset] _MainColor ("Main Color", Color) = (1,1,1,1) [NoScaleOffset] _MaskTex("Mask", 2D) = "white" {} _LiuGuang("LiuGuang", 2D) = "white" {} _LiuGuangColor ("LiuGuangColor", Color) = (1,1,1,1) [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default _LiuGuangTime("LiuGuangTime", Float) = 0 } 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" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" } Cull Off ZWrite Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Tags { "LightMode" = "Universal2D" } ZWrite Off Cull Off Blend One OneMinusSrcAlpha 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 __ #pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE #include struct Attributes { float3 positionOS : POSITION; half4 color : COLOR; float2 uv : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; half4 color : COLOR0; float2 uv : TEXCOORD0; float2 lightingUV : TEXCOORD1; float2 scenUV : TEXCOORD2; }; // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex CombinedShapeLightVertex #pragma fragment CombinedShapeLightFragment #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #define USE_URP #include "../Include/SpineCoreShaders/Spine-Common.cginc" TEXTURE2D (_MainTex); SAMPLER (sampler_MainTex); TEXTURE2D (_MaskTex); SAMPLER (sampler_MaskTex); float4 _TextrueRect[3]; fixed _GrayFloat; float4 _MainColor; sampler2D _LiuGuang; float4 _LiuGuang_ST; float4 _LiuGuangColor; float4 _vertextPos; float _LiuGuangTime; #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT ( 0 ) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT ( 1 ) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT ( 2 ) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT ( 3 ) #endif Varyings CombinedShapeLightVertex(Attributes v) { Varyings o = (Varyings)0; o.positionCS = TransformObjectToHClip(v.positionOS); o.uv = v.uv; float4 clipVertex = o.positionCS / o.positionCS.w; float4 pos = ComputeScreenPos(clipVertex); o.scenUV = mul(unity_ObjectToWorld, v.positionOS); o.lightingUV = ComputeScreenPos(clipVertex).xy; o.color = PMAGammaToTargetSpace(v.color); return o; } #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" half4 CombinedShapeLightFragment(Varyings i) : SV_Target { half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv) * _MainColor; #if defined(_STRAIGHT_ALPHA_INPUT) tex.rgb *= tex.a; #endif half4 main = tex * i.color; #if !defined(_LIGHT_AFFECTS_ADDITIVE) if (i.color.a == 0) return main; #endif half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv); SurfaceData2D surfaceData; InputData2D inputData; surfaceData.albedo = main.rgb; surfaceData.alpha = 1; surfaceData.mask = mask; inputData.uv = i.uv; inputData.lightingUV = i.lightingUV; half4 color = half4(CombinedShapeLightShared(surfaceData, inputData).rgb, main.a); float gray = dot(color.rgb, float3(0.299, 0.587, 0.114)); float3 grayColor = fixed3(gray, gray, gray); color.rgb = lerp(color.rgb, grayColor, _GrayFloat); float2 pointUV = _TextrueRect[0].xy; float2 maxUV = _TextrueRect[0].zw; if (i.uv.x > pointUV.x && i.uv.x < maxUV.x && i.uv.y > pointUV.y && i.uv.y < maxUV.y) { float2 blUV = (i.scenUV - _vertextPos.xy) / (_vertextPos.zw - _vertextPos.xy); float2 liuGuangUV = blUV - _LiuGuangTime * _LiuGuang_ST.xy + _LiuGuang_ST.zw; liuGuangUV = float2(liuGuangUV.x, liuGuangUV.y); color.rgb += tex2D(_LiuGuang, liuGuangUV).rgb * _LiuGuangColor; } pointUV = _TextrueRect[1].xy; maxUV = _TextrueRect[1].zw; if (i.uv.x > pointUV.x && i.uv.x < maxUV.x && i.uv.y > pointUV.y && i.uv.y < maxUV.y) { float2 blUV = (i.scenUV - _vertextPos.xy) / (_vertextPos.zw - _vertextPos.xy); float2 liuGuangUV = blUV - _LiuGuangTime * _LiuGuang_ST.xy + _LiuGuang_ST.zw; liuGuangUV = float2(liuGuangUV.x, liuGuangUV.y); color.rgb += tex2D(_LiuGuang, liuGuangUV).rgb * _LiuGuangColor; } return color; } ENDHLSL } } FallBack "Universal Render Pipeline/2D/Sprite-Lit-Default" }