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Merge pull request #2164 from ounols/add-urp-depth-normal
[unity] Added depth normal pass to sprite shader required by version below URP 12.0.0.
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commit
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#ifndef SPRITES_DEPTH_NORMAL_PASS_URP_INCLUDED
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#define SPRITES_DEPTH_NORMAL_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/Core.hlsl"
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struct AttributesSprite
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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 VaryingsSprite
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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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 DepthNormalVertexSprite(AttributesSprite 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.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
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output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.normalWS = NormalizeNormalPerVertex(input.normalOS);
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return output;
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}
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half4 DepthNormalFragmentSprite(VaryingsSprite input) : SV_TARGET
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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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return half4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
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}
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#endif
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fileFormatVersion: 2
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guid: d056e751c0a21b446bd1120602271812
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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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@ -203,6 +203,41 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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ENDHLSL
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ENDHLSL
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}
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}
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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 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 vertex DepthNormalVertexSprite
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#pragma fragment DepthNormalFragmentSprite
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _NORMALMAP
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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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#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-DepthNormalPass-URP.hlsl"
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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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{
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Name "Unlit"
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Name "Unlit"
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