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42 lines
1.2 KiB
42 lines
1.2 KiB
#ifndef SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
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#define SPRITES_DEPTH_ONLY_PASS_URP_INCLUDED
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#include "Include/Spine-Sprite-Common-URP.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct AttributesSprite
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{
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float4 positionOS : POSITION;
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float4 vertexColor : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsSprite
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsSprite DepthOnlyVertexSprite(AttributesSprite input)
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{
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VaryingsSprite output = (VaryingsSprite)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
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output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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