Shader "Universal Render Pipeline/2D/Spine/Outline/Sprite" { Properties { _MainTex("Main Texture", 2D) = "white" {} _MaskTex("Mask", 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 _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 [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0 _Black("Dark Color", Color) = (0,0,0,0) [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) = 8 // Set to Always as default // Outline properties are drawn via custom editor. [HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0 [HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0 [HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1) [HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0 [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] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0 [HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0 } HLSLINCLUDE #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" ENDHLSL SubShader { // UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. Tags {"Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" } Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Blend One OneMinusSrcAlpha ZWrite[_ZWrite] Cull[_Cull] Pass { Name "Outline" Tags { "LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 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 #pragma shader_feature _ _USE_SCREENSPACE_OUTLINE_WIDTH #pragma shader_feature _ _OUTLINE_FILL_INSIDE #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_local _ PIXELSNAP_ON #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define NO_CUTOFF_PARAM #include "../../Include/Spine-Input-Outline-URP.hlsl" #include "../../Include/Spine-Outline-Pass-URP.hlsl" ENDHLSL } UsePass "Universal Render Pipeline/2D/Spine/Sprite/UNIVERSAL2D" UsePass "Universal Render Pipeline/2D/Spine/Sprite/NORMALS" UsePass "Universal Render Pipeline/2D/Spine/Sprite/UNLIT" } FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit" CustomEditor "SpineSpriteShaderGUI" }