#ifndef SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED #define SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.universal/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(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; } VaryingsSpine ShadowPassVertexSprite(AttributesSpine input) { VaryingsSpine output; UNITY_SETUP_INSTANCE_ID(input); output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0); output.positionCS = GetShadowPositionHClip(input); 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