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- #ifndef URP_SPRITE_COMMON_INCLUDED
- #define URP_SPRITE_COMMON_INCLUDED
- #undef LIGHTMAP_ON
- #if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
- #define SPECULAR
- #endif
- //Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
- #if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
- #define PER_PIXEL_LIGHTING
- #endif
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "SpineCoreShaders/ShaderShared.cginc"
- #if defined(SPECULAR)
- sampler2D _MetallicGlossMap;
- inline half2 getMetallicGloss(float2 uv)
- {
- half2 mg;
- #ifdef _SPECULAR_GLOSSMAP
- mg = tex2D(_MetallicGlossMap, uv).ra;
- mg.g *= _GlossMapScale;
- #else
- mg.r = _Metallic;
- mg.g = _Glossiness;
- #endif
- return mg;
- }
- #endif
- #endif // URP_SPRITE_COMMON_INCLUDED
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