Shader "Universal Render Pipeline/Spine/Outline/Sprite" { Properties { _MainTex("Main Texture", 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 _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {} _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 } SubShader { // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings // this Subshader will fail. Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" } LOD 150 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/Spine/Sprite/FORWARDLIT" UsePass "Universal Render Pipeline/Spine/Sprite/SHADOWCASTER" UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHONLY" UsePass "Universal Render Pipeline/Spine/Sprite/DEPTHNORMALS" UsePass "Universal Render Pipeline/Spine/Sprite/UNLIT" } FallBack "Universal Render Pipeline/Spine/Skeleton" CustomEditor "SpineSpriteShaderGUI" }