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- Shader "Universal Render Pipeline/2D/Spine/Sprite"
- {
- Properties
- {
- _MainTex("Main Texture", 2D) = "white" {}
- _MaskTex("Mask", 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
- _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
- }
- 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" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass
- {
- Tags { "LightMode" = "Universal2D" }
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- 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 __
- // -------------------------------------
- // 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
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ALPHA_CLIP
- #pragma shader_feature _EMISSION
- #pragma shader_feature _COLOR_ADJUST
- #pragma shader_feature _RIM_LIGHTING
- #pragma shader_feature _TEXTURE_BLEND
- #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile _ PIXELSNAP_ON
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- //--------------------------------------
- // Spine related keywords
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma vertex CombinedShapeLightVertex
- #pragma fragment CombinedShapeLightFragment
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
- #include "../Include/Spine-Input-Sprite-URP.hlsl"
- #include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
- ENDHLSL
- }
- Pass
- {
- Tags { "LightMode" = "NormalsRendering"}
- Blend SrcAlpha OneMinusSrcAlpha
- Cull[_Cull]
- ZWrite[_ZWrite]
- HLSLPROGRAM
- #pragma prefer_hlslcc gles
- #pragma vertex NormalsRenderingVertex
- #pragma fragment NormalsRenderingFragment
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ALPHA_CLIP
- #pragma multi_compile _ PIXELSNAP_ON
- //--------------------------------------
- // 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-NormalsPass-URP-2D.hlsl"
- ENDHLSL
- }
- UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT"
- }
- FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
- CustomEditor "SpineSpriteShaderGUI"
- }
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