#ifndef SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED #define SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED #include "Spine-Common-ShadowCasterPass-URP.hlsl" uniform fixed _ShadowAlphaCutoff; 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; } half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET { fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy); clip(texureColor.a * input.texcoordAndAlpha.a - _ShadowAlphaCutoff); return 0; } #endif