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- Shader "Universal Render Pipeline/Spine/Sprite"
- {
- Properties
- {
- _MainTex("Main Texture", 2D) = "white" {}
- _Color("Color", Color) = (1,1,1,1)
- _BumpScale("Scale", Float) = 1.0
- _BumpMap("Normal Map", 2D) = "bump" {}
- [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
- _EmissionColor("Color", Color) = (0,0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- _EmissionPower("Emission Power", Float) = 2.0
- _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
- _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
- [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
- _MetallicGlossMap("Metallic", 2D) = "white" {}
- _DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {}
- _FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
- _ZWrite("Depth Write", Float) = 0.0
- _Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
- _ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
- _CustomRenderQueue("Custom Render Queue", Float) = 0.0
- _OverlayColor("Overlay Color", Color) = (0,0,0,0)
- _Hue("Hue", Range(-0.5,0.5)) = 0.0
- _Saturation("Saturation", Range(0,2)) = 1.0
- _Brightness("Brightness", Range(0,2)) = 1.0
- _RimPower("Rim Power", Float) = 2.0
- _RimColor("Rim Color", Color) = (1,1,1,1)
- _BlendTex("Blend Texture", 2D) = "white" {}
- _BlendAmount("Blend", Range(0,1)) = 0.0
- [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [HideInInspector] _RenderQueue("__queue", Float) = 0.0
- [HideInInspector] _Cull("__cull", Float) = 0.0
- [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by 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" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
- LOD 150
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- // ------------------------------------------------------------------
- // Forward pass.
- Pass
- {
- // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
- // no LightMode tag are also rendered by Universal Render Pipeline
- Name "ForwardLit"
- Tags{"LightMode" = "UniversalForward"}
- Blend[_SrcBlend][_DstBlend]
- ZWrite[_ZWrite]
- Cull[_Cull]
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard SRP library
- // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- // -------------------------------------
- // Material Keywords
- #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
- #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
- #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ALPHA_CLIP
- #pragma shader_feature _EMISSION
- #pragma shader_feature _DIFFUSE_RAMP
- #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
- #pragma shader_feature _COLOR_ADJUST
- #pragma shader_feature _RIM_LIGHTING
- #pragma shader_feature _TEXTURE_BLEND
- #pragma shader_feature _FOG
- #pragma shader_feature _RECEIVE_SHADOWS_OFF
- #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_fog
- #pragma multi_compile _ PIXELSNAP_ON
- // -------------------------------------
- // Universal Pipeline keywords
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- //--------------------------------------
- // Spine related keywords
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma vertex ForwardPassVertexSprite
- #pragma fragment ForwardPassFragmentSprite
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #include "Include/Spine-Input-Sprite-URP.hlsl"
- #include "Include/Spine-Sprite-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 ShadowPassVertexSprite
- #pragma fragment ShadowPassFragmentSprite
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #include "Include/Spine-Input-Sprite-URP.hlsl"
- #include "Include/Spine-Sprite-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 DepthOnlyVertexSprite
- #pragma fragment DepthOnlyFragmentSprite
- // -------------------------------------
- // 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-Sprite-URP.hlsl"
- #include "Include/Spine-Sprite-DepthOnlyPass-URP.hlsl"
- ENDHLSL
- }
- }
- FallBack "Hidden/InternalErrorShader"
- CustomEditor "SpineSpriteShaderGUI"
- }
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