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- #ifndef SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
- #define SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
- #include "Include/Spine-Sprite-Common-URP.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- struct AttributesSprite
- {
- float4 positionOS : POSITION;
- float4 vertexColor : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VaryingsSprite
- {
- float4 positionCS : SV_POSITION;
- float4 texcoordAndAlpha: TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VaryingsSprite DepthOnlyVertexSprite(AttributesSprite input)
- {
- VaryingsSprite output = (VaryingsSprite)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
- output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- return output;
- }
- half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET
- {
- fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
- clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
- return 0;
- }
- #endif
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