Shader "Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite" { Properties { _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.1 [NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {} [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", 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" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Cull Off ZWrite On Blend One OneMinusSrcAlpha Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "Outline" ZWrite On 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 #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 } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask R Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "../Include/Spine-Input-URP.hlsl" #include "../Include/Spine-DepthOnlyPass-URP.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "../Include/Spine-Input-URP.hlsl" #include "../Include/Spine-DepthNormalsPass-URP.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" CustomEditor "SpineShaderWithOutlineGUI" }