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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '4.0' into 4.1-beta
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commit
ac73e8dc7d
@ -0,0 +1,47 @@
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#ifndef SKELETONLIT_UNLIT_PASS_INCLUDED
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#define SKELETONLIT_UNLIT_PASS_INCLUDED
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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Varyings UnlitVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
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o.uv = attributes.uv;
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o.color = attributes.color;
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return o;
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}
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float4 UnlitFragment(Varyings i) : SV_Target
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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half4 main;
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#if defined(_STRAIGHT_ALPHA_INPUT)
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main.rgb = tex.rgb * i.color.rgb * tex.a;
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#else
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main.rgb = tex.rgb * i.color.rgb;
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#endif
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main.a = tex.a * i.color.a;
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return main;
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}
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#endif
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 580dd7e812fc63c4a9330abe519946de
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -193,52 +193,12 @@
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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Varyings UnlitVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
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o.uv = attributes.uv;
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o.color = attributes.color;
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return o;
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}
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float4 UnlitFragment(Varyings i) : SV_Target
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{
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half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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half4 main;
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#if defined(_STRAIGHT_ALPHA_INPUT)
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main.rgb = tex.rgb * i.color.rgb * tex.a;
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#else
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main.rgb = tex.rgb * i.color.rgb;
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#endif
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main.a = tex.a * i.color.a;
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return main;
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}
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#include "Include/Spine-SkeletonLit-UnlitPass-URP-2D.hlsl"
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ENDHLSL
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}
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}
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@ -147,7 +147,28 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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ENDHLSL
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}
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UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT"
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Pass
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{
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Name "Unlit"
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Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
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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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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#if defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHABLEND_ON)
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#define _STRAIGHT_ALPHA_INPUT
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#endif
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#pragma prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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#include "Include/Spine-SkeletonLit-UnlitPass-URP-2D.hlsl"
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ENDHLSL
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}
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}
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FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
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@ -113,7 +113,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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//--------------------------------------
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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@ -202,6 +202,36 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#include "Include/Spine-Sprite-DepthOnlyPass-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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Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
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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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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#if defined(_ALPHAPREMULTIPLY_VERTEX_ONLY) || defined(_ALPHABLEND_ON)
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#define _STRAIGHT_ALPHA_INPUT
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#endif
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#pragma prefer_hlslcc gles
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#pragma vertex vert
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#pragma fragment frag
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#undef LIGHTMAP_ON
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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-Skeleton-ForwardPass-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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