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#ifndef SKELETON_FORWARD_PASS_URP_INCLUDED
#define SKELETON_FORWARD_PASS_URP_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "SpineCoreShaders/Spine-Common.cginc"
struct appdata {
float3 pos : POSITION;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 positionWS = TransformObjectToWorld(v.pos);
o.pos = TransformWorldToHClip(positionWS);
o.uv0 = v.uv0;
o.color = PMAGammaToTargetSpace(v.color);
return o;
}
half4 frag(VertexOutput i) : SV_Target{
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.color);
}
#endif