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43 lines
1.1 KiB
43 lines
1.1 KiB
#ifndef SPINE_OUTLINE_PASS_URP_INCLUDED
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#define SPINE_OUTLINE_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "SpineCoreShaders/Spine-Outline-Common.cginc"
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struct VertexInput {
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float4 vertexColor : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float vertexColorAlpha : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vertOutline(VertexInput v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.pos = TransformObjectToHClip(v.positionOS.xyz);
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o.uv = v.uv;
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o.vertexColorAlpha = v.vertexColor.a;
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return o;
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}
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float4 fragOutline(VertexOutput i) : SV_Target {
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float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
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_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
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_OutlineSmoothness, _ThresholdEnd, _OutlineOpaqueAlpha, _OutlineColor);
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return texColor;
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}
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#endif
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