Shader "Universal Render Pipeline/Spine/Sprite" { Properties { _MainTex("Main Texture", 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 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {} _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 } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } LOD 150 Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } // ------------------------------------------------------------------ // Forward pass. Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM // Required to compile gles 2.0 with standard SRP library // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x // ------------------------------------- // 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 _FIXED_NORMALS_WORLDSPACE #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP #pragma shader_feature _NORMALMAP #pragma shader_feature _ALPHA_CLIP #pragma shader_feature _EMISSION #pragma shader_feature _DIFFUSE_RAMP #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP #pragma shader_feature _COLOR_ADJUST #pragma shader_feature _RIM_LIGHTING #pragma shader_feature _TEXTURE_BLEND #pragma shader_feature _FOG #pragma shader_feature _RECEIVE_SHADOWS_OFF #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_fog #pragma multi_compile _ PIXELSNAP_ON // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing //-------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex ForwardPassVertexSprite #pragma fragment ForwardPassFragmentSprite #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-Sprite-URP.hlsl" #include "Include/Spine-Sprite-ForwardPass-URP.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma vertex ShadowPassVertexSprite #pragma fragment ShadowPassFragmentSprite #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-Sprite-URP.hlsl" #include "Include/Spine-Sprite-ShadowCasterPass-URP.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex DepthOnlyVertexSprite #pragma fragment DepthOnlyFragmentSprite // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // 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-DepthOnlyPass-URP.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "SpineSpriteShaderGUI" }