69 lines
2.0 KiB
Plaintext
69 lines
2.0 KiB
Plaintext
Shader "Universal Render Pipeline/2D/Spine/Skeleton" {
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Properties {
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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_Color(" Light Color", Color) = (1,1,1,1)
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_Black(" Dark Color", Color) = (0,0,0,0)
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Tags { "LightMode" = "Universal2D" }
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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//--------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma shader_feature _TINT_BLACK_ON
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#pragma vertex vert
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#pragma fragment frag
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#undef LIGHTMAP_ON
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#define USE_URP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "../Include/Spine-Input-URP.hlsl"
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#include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/2D/Sprite-Unlit-Default"
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}
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