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https://github.com/EsotericSoftware/spine-runtimes.git
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86 lines
2.4 KiB
HLSL
86 lines
2.4 KiB
HLSL
#ifndef SKELETONLIT_FORWARD_PASS_URP_INCLUDED
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#define SKELETONLIT_FORWARD_PASS_URP_INCLUDED
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struct appdata {
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float3 pos : POSITION;
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float3 normal : NORMAL;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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half4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
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Light mainLight = GetMainLight();
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half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
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half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
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// Note: we don't add any lighting in the fragment shader, thus we include both variants below
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#if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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for (int i = 0; i < GetAdditionalLightsCount(); ++i)
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{
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Light light = GetAdditionalLight(i, positionWS);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
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}
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#endif
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return diffuseLightColor;
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}
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VertexOutput vert(appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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half4 color = v.color;
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float3 positionWS = TransformObjectToWorld(v.pos);
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half3 fixedNormal = half3(0, 0, -1);
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half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
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half faceSign = sign(dot(viewDirWS, normalWS));
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normalWS *= faceSign;
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#endif
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color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
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// Note: ambient light is also handled via SH.
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half3 vertexSH;
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OUTPUT_SH(normalWS.xyz, vertexSH);
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color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
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o.color = color;
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o.uv0 = v.uv0;
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o.pos = TransformWorldToHClip(positionWS);
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return o;
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}
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sampler2D _MainTex;
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half4 frag(VertexOutput i) : SV_Target{
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half4 tex = tex2D(_MainTex, i.uv0);
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half4 col;
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#if defined(_STRAIGHT_ALPHA_INPUT)
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col.rgb = tex.rgb * i.color.rgb * tex.a;
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#else
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col.rgb = tex.rgb * i.color.rgb;
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#endif
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col.a = tex.a * i.color.a;
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return col;
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}
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#endif
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