#ifndef BLENDMODES_NORMAL_PASS_URP_INCLUDED #define BLENDMODES_NORMAL_PASS_URP_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "SpineCoreShaders/Spine-Common.cginc" #include "SpineCoreShaders/Spine-Skeleton-Tint-Common.cginc" struct VertexInput { float3 pos : POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 vertexColor : COLOR; }; VertexOutput vert(VertexInput v) { VertexOutput o; float3 positionWS = TransformObjectToWorld(v.pos); o.pos = TransformWorldToHClip(positionWS); o.uv = v.uv; o.vertexColor = PMAGammaToTargetSpace(v.vertexColor) * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor. return o; } float4 frag(VertexOutput i) : SV_Target{ float4 texColor = tex2D(_MainTex, i.uv); #if defined(_STRAIGHT_ALPHA_INPUT) texColor.rgb *= texColor.a; #endif return (texColor * i.vertexColor); } #endif