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- #ifndef SKELETON_FORWARD_PASS_URP_INCLUDED
- #define SKELETON_FORWARD_PASS_URP_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "SpineCoreShaders/Spine-Common.cginc"
- struct appdata {
- float3 pos : POSITION;
- half4 color : COLOR;
- float2 uv0 : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- half4 color : COLOR0;
- float2 uv0 : TEXCOORD0;
- float4 pos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VertexOutput vert(appdata v) {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- float3 positionWS = TransformObjectToWorld(v.pos);
- o.pos = TransformWorldToHClip(positionWS);
- o.uv0 = v.uv0;
- o.color = PMAGammaToTargetSpace(v.color);
- return o;
- }
- half4 frag(VertexOutput i) : SV_Target{
- float4 texColor = tex2D(_MainTex, i.uv0);
- #if defined(_STRAIGHT_ALPHA_INPUT)
- texColor.rgb *= texColor.a;
- #endif
- return (texColor * i.color);
- }
- #endif
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