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[unity] Fixed URP Sprite shader treating skeleton alpha incorrectly. Closes #1735.
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@ -105,7 +105,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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finalColor += inputData.vertexLighting * brdfData.diffuse;
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finalColor += inputData.vertexLighting * brdfData.diffuse;
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#endif
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#endif
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finalColor += emission;
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finalColor += emission;
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return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor);
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return prepareLitPixelForOutput(half4(finalColor, albedo.a), vertexColor);
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}
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}
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#else // !SPECULAR
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#else // !SPECULAR
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@ -148,7 +148,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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diffuseLighting += emission;
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diffuseLighting += emission;
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//half3 finalColor = diffuseLighting * diffuse + emission;
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//half3 finalColor = diffuseLighting * diffuse + emission;
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half3 finalColor = diffuseLighting * diffuse.rgb;
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half3 finalColor = diffuseLighting * diffuse.rgb;
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return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor);
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return prepareLitPixelForOutput(half4(finalColor, diffuse.a), vertexColor);
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}
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}
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#endif // SPECULAR
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#endif // SPECULAR
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@ -105,7 +105,7 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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finalColor += inputData.vertexLighting * brdfData.diffuse;
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finalColor += inputData.vertexLighting * brdfData.diffuse;
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#endif
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#endif
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finalColor += emission;
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finalColor += emission;
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return prepareLitPixelForOutput(half4(finalColor, texAlbedoAlpha.a), vertexColor);
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return prepareLitPixelForOutput(half4(finalColor, albedo.a), vertexColor);
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}
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}
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#else // !SPECULAR
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#else // !SPECULAR
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@ -148,7 +148,7 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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diffuseLighting += emission;
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diffuseLighting += emission;
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//half3 finalColor = diffuseLighting * diffuse + emission;
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//half3 finalColor = diffuseLighting * diffuse + emission;
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half3 finalColor = diffuseLighting * diffuse.rgb;
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half3 finalColor = diffuseLighting * diffuse.rgb;
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return prepareLitPixelForOutput(half4(finalColor, texDiffuseAlpha.a), vertexColor);
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return prepareLitPixelForOutput(half4(finalColor, diffuse.a), vertexColor);
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}
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}
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#endif // SPECULAR
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#endif // SPECULAR
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@ -261,6 +261,7 @@ half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
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COLORISE(pixel)
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COLORISE(pixel)
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APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
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APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
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return pixel;
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return pixel;
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}
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}
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