Shader "Universal Render Pipeline/Spine/Outline/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) [MaterialToggle(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)] _AdaptiveProbeVolumesPerPixel("APV per Pixel", Float) = 1 [MaterialToggle(_FOG)] _Fog("Fog", Float) = 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 } 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 { Blend One OneMinusSrcAlpha ZWrite Off Cull Off 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/Spine/Skeleton Lit/FORWARDLIT" UsePass "Universal Render Pipeline/Spine/Skeleton Lit/SHADOWCASTER" UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHONLY" UsePass "Universal Render Pipeline/Spine/Skeleton Lit/DEPTHNORMALS" } FallBack "Universal Render Pipeline/Spine/Skeleton" CustomEditor "SpineShaderWithOutlineGUI" }