// - forwardPass(Lightweight Vertex Lit) + ShadowCaster + DepthOnly // - Premultiplied Alpha Blending (Optional straight alpha input) // - Double-sided, no depth Shader "Lightweight Render Pipeline/Spine/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 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default } SubShader { // Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings // this Subshader will fail. Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Cull Off ZWrite Off Blend One OneMinusSrcAlpha Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "ForwardLit" Tags{"LightMode" = "LightweightForward"} ZWrite Off Cull Off Blend One OneMinusSrcAlpha HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing //-------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma vertex vert #pragma fragment frag #pragma target 2.0 #undef LIGHTMAP_ON #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl" #define USE_LWRP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "CGIncludes/Spine-SkeletonLit-ForwardPass-LW.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On ZTest LEqual Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma vertex ShadowPassVertexSkeletonLit #pragma fragment ShadowPassFragmentSkeletonLit #include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl" #define USE_LWRP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "CGIncludes/Spine-Input-LW.hlsl" #include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertexSprite #pragma fragment DepthOnlyFragmentSprite // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/Shaders/DepthOnlyPass.hlsl" #define USE_LWRP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "CGIncludes/Spine-Input-LW.hlsl" #include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" }