#ifndef URP_SPRITE_COMMON_INCLUDED #define URP_SPRITE_COMMON_INCLUDED #undef LIGHTMAP_ON #if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP) #define SPECULAR #endif //Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular #if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR) #define PER_PIXEL_LIGHTING #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "SpineCoreShaders/ShaderShared.cginc" #if defined(SPECULAR) sampler2D _MetallicGlossMap; inline half2 getMetallicGloss(float2 uv) { half2 mg; #ifdef _SPECULAR_GLOSSMAP mg = tex2D(_MetallicGlossMap, uv).ra; mg.g *= _GlossMapScale; #else mg.r = _Metallic; mg.g = _Glossiness; #endif return mg; } #endif #endif // URP_SPRITE_COMMON_INCLUDED