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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] URP shaders: Fixed DoF effect ignoring written depth when Decal feature is enabled. Closes #2283.
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#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
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#define SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct AttributesSpine
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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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 VaryingsSpine
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{
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float3 normalWS : NORMAL;
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsSpine DepthNormalsVertex(AttributesSpine input)
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{
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VaryingsSpine output = (VaryingsSpine)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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half3 fixedNormal = half3(0, 0, -1);
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
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half faceSign = sign(dot(viewDirWS, normalWS));
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normalWS *= faceSign;
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#endif
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output.normalWS = normalWS;
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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;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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return output;
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}
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void DepthNormalsFragment(VaryingsSpine input,
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out half4 outNormalWS : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
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float3 normalWS = input.normalWS;
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#if defined(_GBUFFER_NORMALS_OCT)
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms.
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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outNormalWS = half4(packedNormalWS, 0.0);
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#else
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outNormalWS = half4(normalWS, 0.0);
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#endif
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#ifdef USE_WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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#endif
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fileFormatVersion: 2
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guid: 803855a1999ecce4081f5e0fb18c6475
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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#ifndef SPRITES_DEPTH_NORMALS_PASS_URP_INCLUDED
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#define SPRITES_DEPTH_NORMALS_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/Lighting.hlsl"
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#include "SpineCoreShaders/SpriteLighting.cginc"
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#include "SpineCoreShaders/Spine-Common.cginc"
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#include "Spine-Common-URP.hlsl"
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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 VaryingsSprite
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{
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float4 pos : SV_POSITION;
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fixed4 vertexColor : COLOR;
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float3 texcoord : TEXCOORD0;
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#if defined(_NORMALMAP)
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half4 normalWorld : TEXCOORD4;
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half4 tangentWorld : TEXCOORD5;
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half4 binormalWorld : TEXCOORD6;
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#else
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half3 normalWorld : TEXCOORD4;
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#endif
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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 DepthNormalsVertexSprite(VertexInput 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.pos = calculateLocalPos(input.vertex);
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output.vertexColor = calculateVertexColor(input.color);
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output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
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float backFaceSign = 1;
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#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
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backFaceSign = calculateBackfacingSign(positionWS.xyz);
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#endif
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half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
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output.normalWorld.xyz = normalWS;
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#if defined(_NORMALMAP)
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output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
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output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
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#endif
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return output;
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}
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void DepthNormalsFragmentSprite(VaryingsSprite input,
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out half4 outNormalWS : SV_Target0
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#ifdef _WRITE_RENDERING_LAYERS
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, out float4 outRenderingLayers : SV_Target1
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#endif
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
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ALPHA_CLIP(texureColor, input.vertexColor)
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#if defined(PER_PIXEL_LIGHTING) && defined(_NORMALMAP)
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half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
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#else
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half3 normalWS = input.normalWorld.xyz;
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#endif
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#if defined(_GBUFFER_NORMALS_OCT)
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float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms.
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float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
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half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
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outNormalWS = half4(packedNormalWS, 0.0);
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#else
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outNormalWS = half4(normalWS, 0.0);
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#endif
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#ifdef USE_WRITE_RENDERING_LAYERS
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uint renderingLayers = GetMeshRenderingLayerBackwardsCompatible();
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outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
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#endif
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}
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#endif
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fileFormatVersion: 2
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guid: 5070c54df4a943a438cfe0a199b55657
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -123,7 +123,7 @@
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ENDHLSL
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}
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Pass
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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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@ -157,6 +157,40 @@
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#include "Include/Spine-DepthOnlyPass-URP.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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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 _ _DOUBLE_SIDED_LIGHTING
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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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 "Include/Spine-Input-URP.hlsl"
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#include "Include/Spine-DepthNormalsPass-URP.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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@ -213,6 +213,42 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertexSprite
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#pragma fragment DepthNormalsFragmentSprite
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#define USE_URP
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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 "Include/Spine-Input-Sprite-URP.hlsl"
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#include "Include/Spine-Sprite-DepthNormalsPass-URP.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Unlit"
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.urp-shaders",
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"displayName": "Spine Universal RP Shaders",
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"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.17",
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"version": "4.1.18",
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"unity": "2019.3",
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"author": {
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"name": "Esoteric Software",
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