mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
156 lines
4.2 KiB
Plaintext
156 lines
4.2 KiB
Plaintext
Shader "Lightweight Render Pipeline/Spine/Skeleton" {
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Properties {
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_Cutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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[NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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SubShader {
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// Lightweight Pipeline tag is required. If Lightweight render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline" = "LightweightPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
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LOD 100
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Cull Off
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ZWrite Off
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Blend One OneMinusSrcAlpha
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Stencil {
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Ref[_StencilRef]
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Comp[_StencilComp]
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Pass Keep
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}
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Pass {
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Name "Forward"
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Tags{"LightMode" = "LightweightForward"}
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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//--------------------------------------
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// Spine related keywords
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#undef LIGHTMAP_ON
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
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#define USE_LWRP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "CGIncludes/Spine-Skeleton-ForwardPass-LW.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ZWrite On
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ZTest LEqual
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma vertex ShadowPassVertexSkeletonLit
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#pragma fragment ShadowPassFragmentSkeletonLit
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/ShadowCasterPass.hlsl"
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#define USE_LWRP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "CGIncludes/Spine-Input-LW.hlsl"
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#include "CGIncludes/Spine-SkeletonLit-ShadowCasterPass-LW.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex DepthOnlyVertexSprite
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#pragma fragment DepthOnlyFragmentSprite
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/Shaders/DepthOnlyPass.hlsl"
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#define USE_LWRP
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#define fixed4 half4
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#define fixed3 half3
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#define fixed half
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#include "CGIncludes/Spine-Input-LW.hlsl"
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#include "CGIncludes/Spine-DepthOnlyPass-LW.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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}
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