mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
dc3ffc1824
@ -7,7 +7,7 @@
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#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
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#include "../Include/SpineCoreShaders/SpriteLighting.cginc"
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#if defined(_ALPHAPREMULTIPLY_ON)
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#if defined(_ALPHAPREMULTIPLY_ON)
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#undef _STRAIGHT_ALPHA_INPUT
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#undef _STRAIGHT_ALPHA_INPUT
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#else
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#elif !defined(_STRAIGHT_ALPHA_INPUT)
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#define _STRAIGHT_ALPHA_INPUT
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#define _STRAIGHT_ALPHA_INPUT
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#endif
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#endif
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#include "../Include/SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
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#include "../Include/SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
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@ -90,7 +90,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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#pragma shader_feature _TINT_BLACK_ON
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#pragma shader_feature _TINT_BLACK_ON
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile_local _ PIXELSNAP_ON
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//--------------------------------------
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//--------------------------------------
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// GPU Instancing
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// GPU Instancing
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@ -98,7 +98,6 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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//--------------------------------------
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//--------------------------------------
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// Spine related keywords
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex CombinedShapeLightVertex
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#pragma vertex CombinedShapeLightVertex
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#pragma fragment CombinedShapeLightFragment
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#pragma fragment CombinedShapeLightFragment
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@ -109,6 +108,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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#define SPRITE_SHADER_2D
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#include "../Include/Spine-Input-Sprite-URP.hlsl"
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#include "../Include/Spine-Input-Sprite-URP.hlsl"
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#include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
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#include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
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ENDHLSL
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ENDHLSL
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@ -133,7 +133,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma shader_feature _ALPHA_CLIP
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#pragma multi_compile _ PIXELSNAP_ON
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#pragma multi_compile_local _ PIXELSNAP_ON
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//--------------------------------------
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//--------------------------------------
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// GPU Instancing
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// GPU Instancing
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@ -143,7 +143,7 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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#define fixed4 half4
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#define fixed4 half4
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#define fixed3 half3
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#define fixed3 half3
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#define fixed half
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#define fixed half
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#define SPRITE_SHADER_2D
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#include "../Include/Spine-Input-Sprite-URP.hlsl"
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#include "../Include/Spine-Input-Sprite-URP.hlsl"
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#include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
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#include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
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@ -161,9 +161,6 @@ Shader "Universal Render Pipeline/2D/Spine/Sprite"
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HLSLPROGRAM
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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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#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 prefer_hlslcc gles
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#pragma vertex UnlitVertex
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#pragma vertex UnlitVertex
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@ -14,7 +14,11 @@
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#ifdef _LIGHT_LAYERS
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#ifdef _LIGHT_LAYERS
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uint GetMeshRenderingLayerBackwardsCompatible()
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uint GetMeshRenderingLayerBackwardsCompatible()
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{
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{
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#if IS_URP_14_OR_NEWER
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return GetMeshRenderingLayer();
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return GetMeshRenderingLayer();
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#else
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return GetMeshRenderingLightLayer();
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#endif
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}
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}
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#else
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#else
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uint GetMeshRenderingLayerBackwardsCompatible()
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uint GetMeshRenderingLayerBackwardsCompatible()
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@ -10,8 +10,9 @@
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CBUFFER_START(UnityPerMaterial)
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CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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#ifndef NO_CUTOFF_PARAM
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half _Cutoff;
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half _Cutoff;
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#endif
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float _OutlineWidth;
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float _OutlineWidth;
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float4 _OutlineColor;
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float4 _OutlineColor;
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float4 _MainTex_TexelSize;
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float4 _MainTex_TexelSize;
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@ -7,15 +7,15 @@ CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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half4 _Color;
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half4 _Color;
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#if defined(_TINT_BLACK_ON)
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half4 _Black;
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half4 _Black;
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#endif
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half _Cutoff;
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half _Cutoff;
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half _ShadowAlphaCutoff;
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half _ShadowAlphaCutoff;
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#ifndef SPRITE_SHADER_2D
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half _Metallic;
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half _Metallic;
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half _Glossiness;
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half _Glossiness;
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half _GlossMapScale;
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half _GlossMapScale;
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#endif
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half _BumpScale;
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half _BumpScale;
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@ -12,10 +12,8 @@ CBUFFER_START(UnityPerMaterial)
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float4 _MainTex_ST;
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float4 _MainTex_ST;
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half _Cutoff;
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half _Cutoff;
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#if defined(_TINT_BLACK_ON)
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half4 _Color;
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half4 _Color;
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half4 _Black;
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half4 _Black;
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#endif
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CBUFFER_END
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CBUFFER_END
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@ -9,7 +9,7 @@
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#if defined(_ALPHAPREMULTIPLY_ON)
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#if defined(_ALPHAPREMULTIPLY_ON)
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#undef _STRAIGHT_ALPHA_INPUT
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#undef _STRAIGHT_ALPHA_INPUT
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#else
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#elif !defined(_STRAIGHT_ALPHA_INPUT)
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#define _STRAIGHT_ALPHA_INPUT
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#define _STRAIGHT_ALPHA_INPUT
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#endif
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#endif
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#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
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#include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc"
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@ -49,6 +49,7 @@ Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
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#define fixed4 half4
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#define fixed4 half4
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#define fixed3 half3
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#define fixed3 half3
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#define fixed half
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#define fixed half
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#define NO_CUTOFF_PARAM
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#include "../Include/Spine-Input-Outline-URP.hlsl"
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#include "../Include/Spine-Input-Outline-URP.hlsl"
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#include "../Include/Spine-Outline-Pass-URP.hlsl"
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#include "../Include/Spine-Outline-Pass-URP.hlsl"
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ENDHLSL
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ENDHLSL
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@ -111,7 +111,7 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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// Farward+ renderer keywords
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// Farward+ renderer keywords
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ _FORWARD_PLUS
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@ -129,7 +129,6 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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//--------------------------------------
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//--------------------------------------
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// Spine related keywords
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex ForwardPassVertexSprite
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#pragma vertex ForwardPassVertexSprite
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#pragma fragment ForwardPassFragmentSprite
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#pragma fragment ForwardPassFragmentSprite
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@ -260,10 +259,6 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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HLSLPROGRAM
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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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#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 prefer_hlslcc gles
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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