#ifndef SKELETON_FORWARD_PASS_URP_INCLUDED #define SKELETON_FORWARD_PASS_URP_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "SpineCoreShaders/Spine-Common.cginc" struct appdata { float3 pos : POSITION; half4 color : COLOR; float2 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { half4 color : COLOR0; float2 uv0 : TEXCOORD0; float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(appdata v) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 positionWS = TransformObjectToWorld(v.pos); o.pos = TransformWorldToHClip(positionWS); o.uv0 = v.uv0; o.color = PMAGammaToTargetSpace(v.color); return o; } half4 frag(VertexOutput i) : SV_Target{ float4 texColor = tex2D(_MainTex, i.uv0); #if defined(_STRAIGHT_ALPHA_INPUT) texColor.rgb *= texColor.a; #endif return (texColor * i.color); } #endif