Shader "Universal Render Pipeline/Spine/Blend Modes/Skeleton Multiply" { Properties { _Color ("Tint Color", Color) = (1,1,1,1) [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } LOD 100 Fog { Mode Off } Cull Off ZWrite Off Blend DstColor OneMinusSrcAlpha Lighting Off Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "Forward" Tags{"LightMode" = "UniversalForward"} HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #undef LIGHTMAP_ON #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #include "../Include/Spine-Input-BlendModes-URP.hlsl" #include "../Include/Spine-BlendModes-NormalPass-URP.hlsl" ENDHLSL } UsePass "Universal Render Pipeline/Spine/Blend Modes/Skeleton Additive/SHADOWCASTER" } CustomEditor "SpineShaderWithOutlineGUI" }