[unity] Removed obsolete LWRP shaders package (long succeeded by URP).

This commit is contained in:
Harald Csaszar 2025-04-09 16:55:35 +02:00
parent 84d785c664
commit e4ba6e58f7
85 changed files with 0 additions and 16034 deletions

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# Spine Runtimes License Agreement
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#ifndef COMMON_SHADOW_CASTER_PASS_LW_INCLUDED
#define COMMON_SHADOW_CASTER_PASS_LW_INCLUDED
#include "SpineCoreShaders/ShaderShared.cginc"
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(AttributesSpine input)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
#endif

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#ifndef SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
#define SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSpine DepthOnlyVertex(AttributesSpine input)
{
VaryingsSpine output = (VaryingsSpine)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragment(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a* input.texcoordAndAlpha.a - _Cutoff);
return 0;
}
#endif

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#ifndef LW_LIT_INPUT_INCLUDED
#define LW_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
////////////////////////////////////////
// Defines
//
#undef LIGHTMAP_ON
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half _Cutoff;
CBUFFER_END
sampler2D _MainTex;
#endif // LW_LIT_INPUT_INCLUDED

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#ifndef LWRP_INPUT_OUTLINE_INCLUDED
#define LWRP_INPUT_OUTLINE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
////////////////////////////////////////
// Defines
//
#undef LIGHTMAP_ON
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half _Cutoff;
float _OutlineWidth;
float4 _OutlineColor;
float4 _MainTex_TexelSize;
float _ThresholdEnd;
float _OutlineSmoothness;
float _OutlineMipLevel;
int _OutlineReferenceTexWidth;
CBUFFER_END
sampler2D _MainTex;
#endif // URP_INPUT_OUTLINE_INCLUDED

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#ifndef LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
#define LIGHTWEIGHT_INPUT_SPRITE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half _Cutoff;
half _ShadowAlphaCutoff;
half _Metallic;
half _Glossiness;
half _GlossMapScale;
half _BumpScale;
float _BlendAmount;
float _Hue;
float _Saturation;
float _Brightness;
half4 _OverlayColor;
half4 _EmissionColor;
float _EmissionPower;
float4 _FixedNormal;
float _RimPower;
half4 _RimColor;
CBUFFER_END
#endif // LIGHTWEIGHT_INPUT_SPRITE_INCLUDED

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#ifndef SPINE_OUTLINE_PASS_LW_INCLUDED
#define SPINE_OUTLINE_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "SpineCoreShaders/Spine-Outline-Common.cginc"
struct VertexInput {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float vertexColorAlpha : COLOR;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vertOutline(VertexInput v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformObjectToHClip(v.positionOS.xyz);
o.uv = v.uv;
o.vertexColorAlpha = v.vertexColor.a;
return o;
}
float4 fragOutline(VertexOutput i) : SV_Target{
float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
_OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
_OutlineSmoothness, _ThresholdEnd, _OutlineColor);
return texColor;
}
#endif

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#ifndef SKELETON_FORWARD_PASS_LW_INCLUDED
#define SKELETON_FORWARD_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "SpineCoreShaders/Spine-Common.cginc"
struct appdata {
float3 pos : POSITION;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 positionWS = TransformObjectToWorld(v.pos);
o.pos = TransformWorldToHClip(positionWS);
o.uv0 = v.uv0;
o.color = PMAGammaToTargetSpace(v.color);
return o;
}
half4 frag(VertexOutput i) : SV_Target{
float4 texColor = tex2D(_MainTex, i.uv0);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.color);
}
#endif

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#ifndef SKELETONLIT_FORWARD_PASS_LW_INCLUDED
#define SKELETONLIT_FORWARD_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/Spine-Common.cginc"
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(MAIN_LIGHT_CALCULATE_SHADOWS)) && !defined(_RECEIVE_SHADOWS_OFF)
#define SKELETONLIT_RECEIVE_SHADOWS
#endif
struct appdata {
float3 pos : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
float2 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
half4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float4 pos : SV_POSITION;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
float4 shadowCoord : TEXCOORD1;
half3 shadowedColor : TEXCOORD2;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS, out half3 shadowedColor) {
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 mainLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
half3 additionalLightColor = half3(0, 0, 0);
// Note: we don't add any lighting in the fragment shader, thus we include both variants below
#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
for (int i = 0; i < GetAdditionalLightsCount(); ++i)
{
Light light = GetAdditionalLight(i, positionWS);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
additionalLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
#endif
shadowedColor = additionalLightColor;
return mainLightColor + additionalLightColor;
}
VertexOutput vert(appdata v) {
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = PMAGammaToTargetSpace(v.color);
float3 positionWS = TransformObjectToWorld(v.pos);
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
o.uv0 = v.uv0;
o.pos = TransformWorldToHClip(positionWS);
#ifdef _DOUBLE_SIDED_LIGHTING
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
half3 shadowedColor;
#if !defined(_LIGHT_AFFECTS_ADDITIVE)
if (color.a == 0) {
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = color;
o.shadowCoord = float4(0, 0, 0, 0);
#endif
return o;
}
#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
o.shadowedColor = shadowedColor;
#endif
// Note: ambient light is also handled via SH.
half3 vertexSH;
OUTPUT_SH(normalWS.xyz, vertexSH);
color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
o.color = color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.pos;
o.shadowCoord = GetShadowCoord(vertexInput);
#endif
return o;
}
half4 frag(VertexOutput i) : SV_Target{
half4 tex = tex2D(_MainTex, i.uv0);
#if defined(_STRAIGHT_ALPHA_INPUT)
tex.rgb *= tex.a;
#endif
if (i.color.a == 0)
return tex * i.color;
#if defined(SKELETONLIT_RECEIVE_SHADOWS)
half shadowAttenuation = MainLightRealtimeShadow(i.shadowCoord);
i.color.rgb = lerp(i.shadowedColor, i.color.rgb, shadowAttenuation);
#endif
return tex * i.color;
}
#endif

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#ifndef SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED
#define SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
{
VaryingsSpine output;
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
half3 fixedNormalOS = half3(0, 0, -1);
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
#ifdef _DOUBLE_SIDED_LIGHTING
// flip normal for shadow bias if necessary
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
#endif
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
output.texcoordAndAlpha.a = input.vertexColor.a;
return output;
}
half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
clip(texureColor.a* input.texcoordAndAlpha.a - _Cutoff);
return 0;
}
#endif

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#ifndef LW_SPRITE_COMMON_INCLUDED
#define LW_SPRITE_COMMON_INCLUDED
#undef LIGHTMAP_ON
#if defined(_SPECULAR) || defined(_SPECULAR_GLOSSMAP)
#define SPECULAR
#endif
//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting or specular
#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING) || defined(SPECULAR)
#define PER_PIXEL_LIGHTING
#endif
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "SpineCoreShaders/ShaderShared.cginc"
#if defined(SPECULAR)
sampler2D _MetallicGlossMap;
inline half2 getMetallicGloss(float2 uv)
{
half2 mg;
#ifdef _SPECULAR_GLOSSMAP
mg = tex2D(_MetallicGlossMap, uv).ra;
mg.g *= _GlossMapScale;
#else
mg.r = _Metallic;
mg.g = _Glossiness;
#endif
return mg;
}
#endif
#endif // LW_SPRITE_COMMON_INCLUDED

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#ifndef SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
#define SPRITES_DEPTH_ONLY_PASS_LW_INCLUDED
#include "CGIncludes/Spine-Sprite-Common-LW.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
struct AttributesSprite
{
float4 positionOS : POSITION;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSprite
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSprite DepthOnlyVertexSprite(AttributesSprite input)
{
VaryingsSprite output = (VaryingsSprite)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 DepthOnlyFragmentSprite(VaryingsSprite input) : SV_TARGET
{
fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
clip(texureColor.a* input.texcoordAndAlpha.a - _Cutoff);
return 0;
}
#endif

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#ifndef VERTEX_LIT_FORWARD_PASS_LW_INCLUDED
#define VERTEX_LIT_FORWARD_PASS_LW_INCLUDED
#include "CGIncludes/Spine-Sprite-Common-LW.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "SpineCoreShaders/SpriteLighting.cginc"
////////////////////////////////////////
// Vertex output struct
//
struct VertexOutputLWRP
{
float4 pos : SV_POSITION;
fixed4 vertexColor : COLOR;
float3 texcoord : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
half3 viewDirectionWS : TEXCOORD2;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 3);
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD4;
half4 tangentWorld : TEXCOORD5;
half4 binormalWorld : TEXCOORD6;
#else
half3 normalWorld : TEXCOORD4;
#endif
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
float4 shadowCoord : TEXCOORD7;
#endif
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
float4 positionWS : TEXCOORD8;
#endif
UNITY_VERTEX_OUTPUT_STEREO
};
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
#ifdef _MAIN_LIGHT_VERTEX
Light mainLight = GetMainLight();
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
#else
half3 diffuseLightColor = half3(0, 0, 0);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, positionWS);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
}
#endif // _ADDITIONAL_LIGHTS_VERTEX
return diffuseLightColor;
}
#ifdef _DIFFUSE_RAMP
half3 LightingLambertRamped(half3 lightColor, float attenuation, half3 lightDir, half3 normal)
{
half angleDot = max(0, dot(lightDir, normal));
return calculateRampedDiffuse(lightColor, attenuation, angleDot);
}
#endif
#if defined(SPECULAR)
half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha, half metallic, half3 specular,
half smoothness, half3 emission, half4 vertexColor)
{
half4 albedo = texAlbedoAlpha * vertexColor;
BRDFData brdfData;
half ignoredAlpha = 1; // ignore alpha, otherwise
InitializeBRDFData(albedo.rgb, metallic, specular, smoothness, ignoredAlpha, brdfData);
brdfData.specular *= albedo.a;
#ifndef _MAIN_LIGHT_VERTEX
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
#endif
half3 finalColor = inputData.bakedGI;
finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
#else // _MAIN_LIGHT_VERTEX
half3 finalColor = inputData.bakedGI;
#endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
finalColor += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
}
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
finalColor += inputData.vertexLighting * brdfData.diffuse;
#endif
finalColor += emission;
return prepareLitPixelForOutput(half4(finalColor, albedo.a), texAlbedoAlpha.a, vertexColor.a);
}
#else // !SPECULAR
half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiffuseAlpha, half3 emission, half4 vertexColor)
{
half4 diffuse = texDiffuseAlpha * vertexColor;
#ifndef _MAIN_LIGHT_VERTEX
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
Light mainLight = GetMainLight(inputData.shadowCoord);
#else
Light mainLight = GetMainLight();
#endif
half3 diffuseLighting = inputData.bakedGI;
half3 attenuation = mainLight.distanceAttenuation * mainLight.shadowAttenuation;
half3 attenuatedLightColor = mainLight.color * attenuation;
#ifndef _DIFFUSE_RAMP
diffuseLighting += LightingLambert(attenuatedLightColor, mainLight.direction, inputData.normalWS);
#else
diffuseLighting += LightingLambertRamped(mainLight.color, attenuation, mainLight.direction, inputData.normalWS);
#endif
#else // _MAIN_LIGHT_VERTEX
half3 diffuseLighting = inputData.bakedGI;
#endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseLighting += LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
}
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
diffuseLighting += inputData.vertexLighting;
#endif
diffuseLighting += emission;
//half3 finalColor = diffuseLighting * diffuse + emission;
half3 finalColor = diffuseLighting * diffuse.rgb;
return prepareLitPixelForOutput(half4(finalColor, diffuse.a), texDiffuseAlpha.a, vertexColor.a);
}
#endif // SPECULAR
VertexOutputLWRP ForwardPassVertexSprite(VertexInput input)
{
VertexOutputLWRP output = (VertexOutputLWRP)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.pos = calculateLocalPos(input.vertex);
output.vertexColor = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 positionWS = TransformObjectToWorld(input.vertex.xyz);
float backFaceSign = 1;
#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
backFaceSign = calculateBackfacingSign(positionWS.xyz);
#endif
output.viewDirectionWS = GetCameraPositionWS() - positionWS;
#if defined(PER_PIXEL_LIGHTING)
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
output.positionWS = float4(positionWS, 1);
#endif
half3 normalWS = calculateSpriteWorldNormal(input, -backFaceSign);
output.normalWorld.xyz = normalWS;
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(input, output.normalWorld.xyz, output.tangentWorld.xyz, backFaceSign);
#endif
#else // !PER_PIXEL_LIGHTING
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
#endif // !PER_PIXEL_LIGHTING
output.fogFactorAndVertexLight.yzw = LightweightLightVertexSimplified(positionWS, normalWS);
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
VertexPositionInputs vertexInput;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.pos;
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
#if defined(_FOG)
half fogFactor = ComputeFogFactor(output.pos.z);
output.fogFactorAndVertexLight.x = fogFactor;
#endif
OUTPUT_SH(normalWS.xyz, output.vertexSH);
return output;
}
half4 ForwardPassFragmentSprite(VertexOutputLWRP input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
RETURN_UNLIT_IF_ADDITIVE_SLOT(texureColor, input.vertexColor) // shall be called before ALPHA_CLIP
ALPHA_CLIP(texureColor, input.vertexColor)
// fill out InputData struct
InputData inputData;
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = input.shadowCoord;
#endif
inputData.viewDirectionWS = input.viewDirectionWS;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWS = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWS = input.normalWorld.xyz;
#endif
#else // !PER_PIXEL_LIGHTING
half3 fixedNormal = half3(0, 0, -1);
half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
#endif // !PER_PIXEL_LIGHTING
inputData.normalWS = normalWS;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
#if defined(_RIM_LIGHTING) || defined(_ADDITIONAL_LIGHTS)
inputData.positionWS = input.positionWS.rgb;
#endif
#if defined(SPECULAR)
half2 metallicGloss = getMetallicGloss(input.texcoord.xy);
half metallic = metallicGloss.x;
half smoothness = metallicGloss.y; // this is 1 minus the square root of real roughness m.
half3 specular = half3(0, 0, 0);
half4 emission = half4(0, 0, 0, 1);
APPLY_EMISSION_SPECULAR(emission, input.texcoord.xy)
half4 pixel = LightweightFragmentPBRSimplified(inputData, texureColor, metallic, specular, smoothness, emission.rgb, input.vertexColor);
#else
half3 emission = half3(0, 0, 0);
APPLY_EMISSION(emission, input.texcoord.xy)
half4 pixel = LightweightFragmentBlinnPhongSimplified(inputData, texureColor, emission, input.vertexColor);
#endif
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.positionWS.xyz, normalWS, pixel);
#endif
COLORISE(pixel)
APPLY_FOG_LWRP(pixel, input.fogFactorAndVertexLight.x)
return pixel;
}
#endif

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#ifndef SPRITES_SHADOW_CASTER_PASS_LW_INCLUDED
#define SPRITES_SHADOW_CASTER_PASS_LW_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
float3 _LightDirection;
struct AttributesSpine
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 vertexColor : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSpine
{
float4 positionCS : SV_POSITION;
float4 texcoordAndAlpha: TEXCOORD0;
};
float4 GetShadowPositionHClip(float3 positionOS, half3 normalWS)
{
float3 positionWS = TransformObjectToWorld(positionOS);
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
{
VaryingsSpine output;
UNITY_SETUP_INSTANCE_ID(input);
output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
half3 fixedNormalOS = half3(0, 0, -1);
half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
// flip normal for shadow bias if necessary
// unfortunately we have to compute the sign here in the vertex shader
// instead of using VFACE in fragment shader stage.
half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
half faceSign = sign(dot(viewDirWS, normalWS));
normalWS *= faceSign;
output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
return output;
}
#include "SpineCoreShaders/ShaderShared.cginc"
half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET
{
fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
clip(texureColor.a* input.texcoordAndAlpha.a - _ShadowAlphaCutoff);
return 0;
}
#endif

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// Adapt this path accordingly if you have unpacked the Spine directory to another location.
#include "Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/ShaderShared.cginc"

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// Adapt this path accordingly if you have unpacked the Spine directory to another location.
#include "Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Common.cginc"

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// Adapt this path accordingly if you have unpacked the Spine directory to another location.
#include "Assets/Spine/Runtime/spine-unity/Shaders/CGIncludes/Spine-Outline-Common.cginc"

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// Adapt this path accordingly if you have unpacked the Spine directory to another location.
#include "Assets/Spine/Runtime/spine-unity/Shaders/Sprite/CGIncludes/SpriteLighting.cginc"

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Shader "Lightweight Render Pipeline/Spine/Outline/Skeleton-OutlineOnly" {
Properties {
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
SubShader {
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Outline"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../CGIncludes/Spine-Input-Outline-LW.hlsl"
#include "../CGIncludes/Spine-Outline-Pass-LW.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "SpineShaderWithOutlineGUI"
}

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Shader "Lightweight Render Pipeline/Spine/Skeleton" {
Properties {
_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
}
SubShader {
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Forward"
Tags{"LightMode" = "LightweightForward"}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#undef LIGHTMAP_ON
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-Skeleton-ForwardPass-LW.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma vertex ShadowPassVertexSkeletonLit
#pragma fragment ShadowPassFragmentSkeletonLit
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}

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// - forwardPass(Lightweight Vertex Lit) + ShadowCaster + DepthOnly
// - Premultiplied Alpha Blending (Optional straight alpha input)
// - Double-sided, no depth
Shader "Lightweight Render Pipeline/Spine/Skeleton Lit" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {}
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0
[Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
}
SubShader {
// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "ForwardLit"
Tags{"LightMode" = "LightweightForward"}
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
//--------------------------------------
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS
#pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#undef LIGHTMAP_ON
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _ _DOUBLE_SIDED_LIGHTING
#pragma vertex ShadowPassVertexSkeletonLit
#pragma fragment ShadowPassFragmentSkeletonLit
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "CGIncludes/Spine-Input-LW.hlsl"
#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
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Shader "Lightweight Render Pipeline/Spine/Sprite"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {}
_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite("Depth Write", Float) = 0.0
_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue("Custom Render Queue", Float) = 0.0
_OverlayColor("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor("Rim Color", Color) = (1,1,1,1)
_BlendTex("Blend Texture", 2D) = "white" {}
_BlendAmount("Blend", Range(0,1)) = 0.0
[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _RenderQueue("__queue", Float) = 0.0
[HideInInspector] _Cull("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
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// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
// this Subshader will fail.
Tags { "RenderPipeline"="LightweightPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
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Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
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}
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// Forward pass.
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{
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ZWrite[_ZWrite]
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// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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// -------------------------------------
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
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#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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// -------------------------------------
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#pragma multi_compile _ LIGHTMAP_ON
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//--------------------------------------
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//--------------------------------------
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#define fixed3 half3
#define fixed half
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// -------------------------------------
// Material Keywords
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//--------------------------------------
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#pragma fragment ShadowPassFragmentSprite
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
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#include "CGIncludes/Spine-Sprite-ShadowCasterPass-LW.hlsl"
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#pragma target 2.0
#pragma vertex DepthOnlyVertexSprite
#pragma fragment DepthOnlyFragmentSprite
// -------------------------------------
// Material Keywords
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#define USE_LWRP
#define fixed4 half4
#define fixed3 half3
#define fixed half
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#include "CGIncludes/Spine-Sprite-DepthOnlyPass-LW.hlsl"
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