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@@ -212,41 +212,6 @@ Shader "Universal Render Pipeline/Spine/Sprite"
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#include "Include/Spine-Sprite-DepthOnlyPass-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 "DepthNormals"
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- Tags{"LightMode" = "DepthNormals"}
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-
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- ZWrite On
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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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-
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- #pragma vertex DepthNormalVertexSprite
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- #pragma fragment DepthNormalFragmentSprite
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-
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- // -------------------------------------
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- // Material Keywords
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- #pragma shader_feature _NORMALMAP
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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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- #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-Sprite-URP.hlsl"
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- #include "Include/Spine-Sprite-DepthNormalsPass-URP.hlsl"
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- ENDHLSL
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- }
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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