Spine-Sprite-Common-URP.hlsl 932 B

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  1. #ifndef URP_SPRITE_COMMON_INCLUDED
  2. #define URP_SPRITE_COMMON_INCLUDED
  3. #undef LIGHTMAP_ON
  4. #if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
  5. #define SPECULAR
  6. #endif
  7. //Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
  8. #if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
  9. #define PER_PIXEL_LIGHTING
  10. #endif
  11. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  12. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
  13. #include "SpineCoreShaders/ShaderShared.cginc"
  14. #if defined(SPECULAR)
  15. sampler2D _MetallicGlossMap;
  16. inline half2 getMetallicGloss(float2 uv)
  17. {
  18. half2 mg;
  19. #ifdef _SPECULAR_GLOSSMAP
  20. mg = tex2D(_MetallicGlossMap, uv).ra;
  21. mg.g *= _GlossMapScale;
  22. #else
  23. mg.r = _Metallic;
  24. mg.g = _Glossiness;
  25. #endif
  26. return mg;
  27. }
  28. #endif
  29. #endif // URP_SPRITE_COMMON_INCLUDED