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39 lines
932 B
39 lines
932 B
#ifndef URP_SPRITE_COMMON_INCLUDED
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#define URP_SPRITE_COMMON_INCLUDED
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#undef LIGHTMAP_ON
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#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
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#define SPECULAR
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#endif
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//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
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#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
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#define PER_PIXEL_LIGHTING
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#endif
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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/ShaderShared.cginc"
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#if defined(SPECULAR)
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sampler2D _MetallicGlossMap;
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inline half2 getMetallicGloss(float2 uv)
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{
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half2 mg;
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#ifdef _SPECULAR_GLOSSMAP
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mg = tex2D(_MetallicGlossMap, uv).ra;
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mg.g *= _GlossMapScale;
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#else
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mg.r = _Metallic;
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mg.g = _Glossiness;
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#endif
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return mg;
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}
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#endif
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#endif // URP_SPRITE_COMMON_INCLUDED
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