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@@ -4,6 +4,8 @@
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[NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
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[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
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_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
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+ [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
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+ _Black(" Dark Color", Color) = (0,0,0,0)
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
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}
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@@ -15,7 +17,6 @@
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Fog { Mode Off }
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Cull Off
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ZWrite Off
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- Blend One One
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Lighting Off
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Stencil {
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@@ -27,59 +28,41 @@
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Pass {
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Name "Forward"
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Tags{"LightMode" = "UniversalForward"}
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- HLSLPROGRAM
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- #pragma vertex vert
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- #pragma fragment frag
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- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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-
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- #undef LIGHTMAP_ON
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- #define USE_URP
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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 "../Include/Spine-Input-BlendModes-URP.hlsl"
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- #include "../Include/Spine-BlendModes-NormalPass-URP.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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- ColorMask 0
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- ZTest LEqual
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- Cull Off
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+ Blend One One
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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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+ // 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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- #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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+ //--------------------------------------
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+ // Spine related keywords
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+ #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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+ #pragma shader_feature _TINT_BLACK_ON
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+ #pragma vertex vert
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+ #pragma fragment frag
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+
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+ #undef LIGHTMAP_ON
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#define USE_URP
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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 "../Include/Spine-Input-BlendModes-URP.hlsl"
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- #include "../Include/Spine-SkeletonLit-ShadowCasterPass-URP.hlsl"
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-
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+ #define APPLY_MATERIAL_TINT_COLOR
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+ #include "../Include/Spine-Input-URP.hlsl"
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+ #include "../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
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ENDHLSL
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- }
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+ }
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+
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+ UsePass "Universal Render Pipeline/Spine/Skeleton/SHADOWCASTER"
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}
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- CustomEditor "SpineShaderWithOutlineGUI"
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}
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