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- 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 <HLSLSupport.cginc>
- 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"
- }
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