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[unity] Fixed SRP batching support at Sprite shader of URP and LWRP shaders, with enabled rim light they were not compatible. See #1813.
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@ -164,9 +164,10 @@ inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float
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//
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//
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#ifdef _RIM_LIGHTING
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#ifdef _RIM_LIGHTING
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#if !defined(USE_LWRP) && !defined(USE_URP)
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uniform float _RimPower;
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uniform float _RimPower;
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uniform fixed4 _RimColor;
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uniform fixed4 _RimColor;
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#endif
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inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
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inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
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{
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{
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@ -28,6 +28,9 @@ float _EmissionPower;
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float4 _FixedNormal;
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float4 _FixedNormal;
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float _RimPower;
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half4 _RimColor;
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CBUFFER_END
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CBUFFER_END
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#endif // LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
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#endif // LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
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@ -28,6 +28,9 @@ float _EmissionPower;
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float4 _FixedNormal;
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float4 _FixedNormal;
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float _RimPower;
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half4 _RimColor;
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CBUFFER_END
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CBUFFER_END
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#endif // URP_INPUT_SPRITE_INCLUDED
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#endif // URP_INPUT_SPRITE_INCLUDED
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