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176 lines
5.5 KiB
176 lines
5.5 KiB
Shader "Universal Render Pipeline/2D/Spine/Sprite"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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_MaskTex("Mask", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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_EmissionColor("Color", Color) = (0,0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_EmissionPower("Emission Power", Float) = 2.0
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_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
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_ZWrite("Depth Write", Float) = 0.0
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_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
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_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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_CustomRenderQueue("Custom Render Queue", Float) = 0.0
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_OverlayColor("Overlay Color", Color) = (0,0,0,0)
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_Hue("Hue", Range(-0.5,0.5)) = 0.0
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_Saturation("Saturation", Range(0,2)) = 1.0
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_Brightness("Brightness", Range(0,2)) = 1.0
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_RimPower("Rim Power", Float) = 2.0
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_RimColor("Rim Color", Color) = (1,1,1,1)
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_BlendTex("Blend Texture", 2D) = "white" {}
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_BlendAmount("Blend", Range(0,1)) = 0.0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _RenderQueue("__queue", Float) = 0.0
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[HideInInspector] _Cull("__cull", Float) = 0.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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}
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HLSLINCLUDE
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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ENDHLSL
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SubShader
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{
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// UniversalPipeline 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 {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
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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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{
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Tags { "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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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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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _COLOR_ADJUST
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#pragma shader_feature _RIM_LIGHTING
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#pragma shader_feature _TEXTURE_BLEND
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#pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ PIXELSNAP_ON
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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 vertex CombinedShapeLightVertex
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#pragma fragment CombinedShapeLightFragment
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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 "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "../Include/Spine-Input-Sprite-URP.hlsl"
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#include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "NormalsRendering"}
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Blend SrcAlpha OneMinusSrcAlpha
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Cull[_Cull]
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ZWrite[_ZWrite]
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma vertex NormalsRenderingVertex
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#pragma fragment NormalsRenderingFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma multi_compile _ PIXELSNAP_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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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-Sprite-URP.hlsl"
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#include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Unlit"
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Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
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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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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#if defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHABLEND_ON)
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#define _STRAIGHT_ALPHA_INPUT
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#endif
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#pragma prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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#include "Include/Spine-SkeletonLit-UnlitPass-URP-2D.hlsl"
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
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CustomEditor "SpineSpriteShaderGUI"
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}
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