Shader "Universal 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(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0 [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 [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0 _Color(" Light Color", Color) = (1,1,1,1) _Black(" Dark Color", Color) = (0,0,0,0) [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", 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" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Cull Off ZWrite[_ZWrite] Blend One OneMinusSrcAlpha Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "ForwardLit" Tags{"LightMode" = "UniversalForward"} ZWrite[_ZWrite] 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 // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #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 #pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma shader_feature _TINT_BLACK_ON // Farward+ renderer keywords #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer //-------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING #pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS #pragma vertex vert #pragma fragment frag #undef LIGHTMAP_ON #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-URP.hlsl" #include "Include/Spine-SkeletonLit-ForwardPass-URP.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ColorMask 0 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_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-URP.hlsl" #include "Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask R Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #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_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-URP.hlsl" #include "Include/Spine-DepthOnlyPass-URP.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "Include/Spine-Input-URP.hlsl" #include "Include/Spine-DepthNormalsPass-URP.hlsl" ENDHLSL } } FallBack "Universal Render Pipeline/Spine/Skeleton" }