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176 lines
5.5 KiB

Shader "Universal Render Pipeline/2D/Spine/Sprite"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite("Depth Write", Float) = 0.0
_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue("Custom Render Queue", Float) = 0.0
_OverlayColor("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor("Rim Color", Color) = (1,1,1,1)
_BlendTex("Blend Texture", 2D) = "white" {}
_BlendAmount("Blend", Range(0,1)) = 0.0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _RenderQueue("__queue", Float) = 0.0
[HideInInspector] _Cull("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
// UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass
{
Tags { "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
// -------------------------------------
// Material Keywords
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _RIM_LIGHTING
#pragma shader_feature _TEXTURE_BLEND
#pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile _ PIXELSNAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "../Include/Spine-Input-Sprite-URP.hlsl"
#include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
ENDHLSL
}
Pass
{
Tags { "LightMode" = "NormalsRendering"}
Blend SrcAlpha OneMinusSrcAlpha
Cull[_Cull]
ZWrite[_ZWrite]
HLSLPROGRAM
#pragma prefer_hlslcc gles
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma multi_compile _ PIXELSNAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-Sprite-URP.hlsl"
#include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
ENDHLSL
}
Pass
{
Name "Unlit"
Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
HLSLPROGRAM
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#if defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHABLEND_ON)
#define _STRAIGHT_ALPHA_INPUT
#endif
#pragma prefer_hlslcc gles
#pragma vertex UnlitVertex
#pragma fragment UnlitFragment
#include "Include/Spine-SkeletonLit-UnlitPass-URP-2D.hlsl"
ENDHLSL
}
}
FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
CustomEditor "SpineSpriteShaderGUI"
}