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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Spine LWRP shaders package: Added LWRP version of "Spine/Skeleton" shader. The normal shader no longer worked in LWRP setting on Unity 2019.1.6+ on Android GLES 3.0 (due to instancing problems). Closes #1446.
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#ifndef SKELETON_FORWARD_PASS_LW_INCLUDED
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#define SKELETON_FORWARD_PASS_LW_INCLUDED
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struct appdata {
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float3 pos : POSITION;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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half4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert(appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 positionWS = TransformObjectToWorld(v.pos);
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o.pos = TransformWorldToHClip(positionWS);
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o.uv0 = v.uv0;
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o.color = v.color;
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return o;
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}
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sampler2D _MainTex;
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half4 frag(VertexOutput i) : SV_Target{
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float4 texColor = tex2D(_MainTex, i.uv0);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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texColor.rgb *= texColor.a;
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#endif
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return (texColor * i.color);
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}
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#endif
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fileFormatVersion: 2
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guid: 7b0e8ff465c74264ab0348b088f52d7e
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Shader "Lightweight Render Pipeline/Spine/Skeleton" {
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Properties {
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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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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Name "Forward"
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Tags{"LightMode" = "LightweightForward"}
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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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// 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 target 2.0
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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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 vert
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#pragma fragment frag
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#pragma target 2.0
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#undef LIGHTMAP_ON
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
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#define USE_LWRP
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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 "CGIncludes/Spine-Skeleton-ForwardPass-LW.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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Cull Off
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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 target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma vertex ShadowPassVertexSkeletonLit
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#pragma fragment ShadowPassFragmentSkeletonLit
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl"
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#define USE_LWRP
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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 "CGIncludes/Spine-Input-LW.hlsl"
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#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull Off
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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 target 2.0
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#pragma vertex DepthOnlyVertexSprite
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#pragma fragment DepthOnlyFragmentSprite
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/DepthOnlyPass.hlsl"
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#define USE_LWRP
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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 "CGIncludes/Spine-Input-LW.hlsl"
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#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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}
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fileFormatVersion: 2
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guid: 65857b179c43d9c49ba05eeb3e483e87
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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