41 lines
1.1 KiB
HLSL

#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