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#ifndef SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#define SKELETON_GRAPHIC_NORMALPASS_INCLUDED
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#include "../../CGIncludes/Spine-Common.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
#ifdef ENABLE_FILL
float4 _FillColor;
float _FillPhase;
#endif
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
#ifdef _CANVAS_GROUP_COMPATIBLE
half4 vertexColor = IN.color;
// CanvasGroup alpha sets vertex color alpha, but does not premultiply it to rgb components.
vertexColor.rgb *= vertexColor.a;
// Unfortunately we cannot perform the TargetToGamma and PMAGammaToTarget transformations,
// as these would be wrong with modified alpha.
#else
// Note: CanvasRenderer performs a GammaToTargetSpace conversion on vertex color already,
// however incorrectly assuming straight alpha color.
// Saturated version used to prevent numerical issues of certain low-alpha values.
float4 vertexColor = PMAGammaToTargetSpaceSaturated(half4(TargetToGammaSpace(IN.color.rgb), IN.color.a));
#endif
OUT.color = vertexColor * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
return OUT;
}
sampler2D _MainTex;
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 texColor = tex2D(_MainTex, IN.texcoord);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
half4 color = (texColor + _TextureSampleAdd) * IN.color;
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
#ifdef ENABLE_FILL
color.rgb = lerp(color.rgb, (_FillColor.rgb * color.a), _FillPhase); // make sure to PMA _FillColor.
#endif
return color;
}
#endif