Spine-Sprite-URP-2D.shader 4.9 KB

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  1. Shader "Universal Render Pipeline/2D/Spine/Sprite"
  2. {
  3. Properties
  4. {
  5. _MainTex("Main Texture", 2D) = "white" {}
  6. _MaskTex("Mask", 2D) = "white" {}
  7. _Color("Color", Color) = (1,1,1,1)
  8. _BumpScale("Scale", Float) = 1.0
  9. _BumpMap("Normal Map", 2D) = "bump" {}
  10. [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
  11. _EmissionColor("Color", Color) = (0,0,0,0)
  12. _EmissionMap("Emission", 2D) = "white" {}
  13. _EmissionPower("Emission Power", Float) = 2.0
  14. _FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
  15. _ZWrite("Depth Write", Float) = 0.0
  16. _Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
  17. _ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
  18. _CustomRenderQueue("Custom Render Queue", Float) = 0.0
  19. _OverlayColor("Overlay Color", Color) = (0,0,0,0)
  20. _Hue("Hue", Range(-0.5,0.5)) = 0.0
  21. _Saturation("Saturation", Range(0,2)) = 1.0
  22. _Brightness("Brightness", Range(0,2)) = 1.0
  23. _RimPower("Rim Power", Float) = 2.0
  24. _RimColor("Rim Color", Color) = (1,1,1,1)
  25. _BlendTex("Blend Texture", 2D) = "white" {}
  26. _BlendAmount("Blend", Range(0,1)) = 0.0
  27. [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
  28. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  29. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  30. [HideInInspector] _RenderQueue("__queue", Float) = 0.0
  31. [HideInInspector] _Cull("__cull", Float) = 0.0
  32. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  33. [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
  34. }
  35. HLSLINCLUDE
  36. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  37. ENDHLSL
  38. SubShader
  39. {
  40. // UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
  41. // this Subshader will fail.
  42. Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
  43. Stencil {
  44. Ref[_StencilRef]
  45. Comp[_StencilComp]
  46. Pass Keep
  47. }
  48. Pass
  49. {
  50. Tags { "LightMode" = "Universal2D" }
  51. Blend[_SrcBlend][_DstBlend]
  52. ZWrite[_ZWrite]
  53. Cull[_Cull]
  54. HLSLPROGRAM
  55. // Required to compile gles 2.0 with standard srp library
  56. #pragma prefer_hlslcc gles
  57. #pragma exclude_renderers d3d11_9x
  58. #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
  59. #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
  60. #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
  61. #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
  62. // -------------------------------------
  63. // Material Keywords
  64. #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
  65. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
  66. #pragma shader_feature _NORMALMAP
  67. #pragma shader_feature _ALPHA_CLIP
  68. #pragma shader_feature _EMISSION
  69. #pragma shader_feature _COLOR_ADJUST
  70. #pragma shader_feature _RIM_LIGHTING
  71. #pragma shader_feature _TEXTURE_BLEND
  72. #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
  73. #pragma fragmentoption ARB_precision_hint_fastest
  74. #pragma multi_compile _ PIXELSNAP_ON
  75. //--------------------------------------
  76. // GPU Instancing
  77. #pragma multi_compile_instancing
  78. //--------------------------------------
  79. // Spine related keywords
  80. #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
  81. #pragma vertex CombinedShapeLightVertex
  82. #pragma fragment CombinedShapeLightFragment
  83. #define USE_URP
  84. #define fixed4 half4
  85. #define fixed3 half3
  86. #define fixed half
  87. #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
  88. #include "../Include/Spine-Input-Sprite-URP.hlsl"
  89. #include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
  90. ENDHLSL
  91. }
  92. Pass
  93. {
  94. Tags { "LightMode" = "NormalsRendering"}
  95. Blend SrcAlpha OneMinusSrcAlpha
  96. Cull[_Cull]
  97. ZWrite[_ZWrite]
  98. HLSLPROGRAM
  99. #pragma prefer_hlslcc gles
  100. #pragma vertex NormalsRenderingVertex
  101. #pragma fragment NormalsRenderingFragment
  102. // -------------------------------------
  103. // Material Keywords
  104. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
  105. #pragma shader_feature _NORMALMAP
  106. #pragma shader_feature _ALPHA_CLIP
  107. #pragma multi_compile _ PIXELSNAP_ON
  108. //--------------------------------------
  109. // GPU Instancing
  110. #pragma multi_compile_instancing
  111. #define USE_URP
  112. #define fixed4 half4
  113. #define fixed3 half3
  114. #define fixed half
  115. #include "../Include/Spine-Input-Sprite-URP.hlsl"
  116. #include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
  117. ENDHLSL
  118. }
  119. UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT"
  120. }
  121. FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
  122. CustomEditor "SpineSpriteShaderGUI"
  123. }