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- Shader "Universal Render Pipeline/Spine/Skeleton" {
- Properties {
- _Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
- [NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
- [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as 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" "IgnoreProjector"="True" "RenderType"="Transparent" }
- LOD 100
- Cull Off
- ZWrite Off
- Blend One OneMinusSrcAlpha
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass {
- Name "Forward"
- Tags{"LightMode" = "UniversalForward"}
- 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
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- //--------------------------------------
- // Spine related keywords
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma vertex vert
- #pragma fragment frag
- #undef LIGHTMAP_ON
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #include "Include/Spine-Input-URP.hlsl"
- #include "Include/Spine-Skeleton-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 ShadowPassVertexSkeletonLit
- #pragma fragment ShadowPassFragmentSkeletonLit
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #include "Include/Spine-Input-URP.hlsl"
- #include "Include/Spine-SkeletonLit-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 DepthOnlyVertex
- #pragma fragment DepthOnlyFragment
- // -------------------------------------
- // 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-URP.hlsl"
- #include "Include/Spine-DepthOnlyPass-URP.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/InternalErrorShader"
- }
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