#ifndef SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED #define SKELETONLIT_SHADOW_CASTER_PASS_LW_INCLUDED #include "Spine-Common-ShadowCasterPass-LW.hlsl" VaryingsSpine ShadowPassVertexSkeletonLit(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; return output; } half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET { fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy); clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff); return 0; } #endif