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+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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+
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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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+
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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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+
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+ Pass {
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+ Name "Forward"
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+ Tags{"LightMode" = "LightweightForward"}
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+
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+ ZWrite Off
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+ Cull Off
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+ Blend One OneMinusSrcAlpha
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+
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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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+ // -------------------------------------
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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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+ // -------------------------------------
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+ // Unity defined keywords
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+ #pragma multi_compile_fog
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+
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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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+ //--------------------------------------
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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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+
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+ #undef LIGHTMAP_ON
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+
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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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+
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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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+
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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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+
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+ ZWrite On
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+ ZTest LEqual
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+ Cull Off
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+
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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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+ // -------------------------------------
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+ // Material Keywords
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+ #pragma shader_feature _ALPHATEST_ON
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+
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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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+
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+ #pragma vertex ShadowPassVertexSkeletonLit
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+ #pragma fragment ShadowPassFragmentSkeletonLit
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+
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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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+
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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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+
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+ ENDHLSL
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+ }
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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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+
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+ ZWrite On
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+ ColorMask 0
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+ Cull Off
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+
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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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+ #pragma vertex DepthOnlyVertexSprite
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+ #pragma fragment DepthOnlyFragmentSprite
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+
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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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+ //--------------------------------------
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+ // GPU Instancing
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+ #pragma multi_compile_instancing
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+
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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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+
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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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+
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+ FallBack "Hidden/InternalErrorShader"
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+}
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