Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive" { Properties { _Color ("Tint Color", Color) = (1,1,1,1) [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0 _Black(" Dark Color", Color) = (0,0,0,0) [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Fog { Mode Off } Cull Off ZWrite Off Lighting Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "Forward" Tags{"LightMode" = "UniversalForward"} Blend One One HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing //-------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _TINT_BLACK_ON #pragma vertex vert #pragma fragment frag #undef LIGHTMAP_ON #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define APPLY_MATERIAL_TINT_COLOR #include "../Include/Spine-Input-URP.hlsl" #include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl" ENDHLSL } UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER" } }