Spine-Sprite-URP.shader 8.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281
  1. Shader "Universal Render Pipeline/Spine/Sprite"
  2. {
  3. Properties
  4. {
  5. _MainTex("Main Texture", 2D) = "white" {}
  6. _Color("Color", Color) = (1,1,1,1)
  7. _BumpScale("Scale", Float) = 1.0
  8. _BumpMap("Normal Map", 2D) = "bump" {}
  9. [MaterialToggle] PixelSnap("Pixel snap", Float) = 0
  10. _EmissionColor("Color", Color) = (0,0,0,0)
  11. _EmissionMap("Emission", 2D) = "white" {}
  12. _EmissionPower("Emission Power", Float) = 2.0
  13. _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
  14. _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
  15. [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
  16. _MetallicGlossMap("Metallic", 2D) = "white" {}
  17. _DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {}
  18. _FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
  19. _ZWrite("Depth Write", Float) = 0.0
  20. _Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
  21. _ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
  22. _CustomRenderQueue("Custom Render Queue", Float) = 0.0
  23. _OverlayColor("Overlay Color", Color) = (0,0,0,0)
  24. _Hue("Hue", Range(-0.5,0.5)) = 0.0
  25. _Saturation("Saturation", Range(0,2)) = 1.0
  26. _Brightness("Brightness", Range(0,2)) = 1.0
  27. _RimPower("Rim Power", Float) = 2.0
  28. _RimColor("Rim Color", Color) = (1,1,1,1)
  29. _BlendTex("Blend Texture", 2D) = "white" {}
  30. _BlendAmount("Blend", Range(0,1)) = 0.0
  31. [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
  32. [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
  33. _Black("Dark Color", Color) = (0,0,0,0)
  34. [HideInInspector] _SrcBlend("__src", Float) = 1.0
  35. [HideInInspector] _DstBlend("__dst", Float) = 0.0
  36. [HideInInspector] _RenderQueue("__queue", Float) = 0.0
  37. [HideInInspector] _Cull("__cull", Float) = 0.0
  38. [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
  39. [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
  40. }
  41. SubShader
  42. {
  43. // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
  44. // this Subshader will fail.
  45. Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
  46. LOD 150
  47. Stencil {
  48. Ref[_StencilRef]
  49. Comp[_StencilComp]
  50. Pass Keep
  51. }
  52. // ------------------------------------------------------------------
  53. // Forward pass.
  54. Pass
  55. {
  56. // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
  57. // no LightMode tag are also rendered by Universal Render Pipeline
  58. Name "ForwardLit"
  59. Tags{"LightMode" = "UniversalForward"}
  60. Blend[_SrcBlend][_DstBlend]
  61. ZWrite[_ZWrite]
  62. Cull[_Cull]
  63. HLSLPROGRAM
  64. // Required to compile gles 2.0 with standard SRP library
  65. // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
  66. #pragma prefer_hlslcc gles
  67. #pragma exclude_renderers d3d11_9x
  68. // -------------------------------------
  69. // Material Keywords
  70. #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
  71. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
  72. #pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
  73. #pragma shader_feature _NORMALMAP
  74. #pragma shader_feature _ALPHA_CLIP
  75. #pragma shader_feature _EMISSION
  76. #pragma shader_feature _DIFFUSE_RAMP
  77. #pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
  78. #pragma shader_feature _COLOR_ADJUST
  79. #pragma shader_feature _RIM_LIGHTING
  80. #pragma shader_feature _TEXTURE_BLEND
  81. #pragma shader_feature _FOG
  82. #pragma shader_feature _RECEIVE_SHADOWS_OFF
  83. #pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
  84. #pragma shader_feature _TINT_BLACK_ON
  85. #pragma fragmentoption ARB_precision_hint_fastest
  86. #pragma multi_compile_fog
  87. #pragma multi_compile _ PIXELSNAP_ON
  88. // -------------------------------------
  89. // Universal Pipeline keywords
  90. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  91. #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
  92. #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
  93. #pragma multi_compile _ _SHADOWS_SOFT
  94. #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
  95. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  96. // Farward+ renderer keywords
  97. #pragma multi_compile_fragment _ _LIGHT_LAYERS
  98. #pragma multi_compile _ _FORWARD_PLUS
  99. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  100. // -------------------------------------
  101. // Unity defined keywords
  102. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  103. #pragma multi_compile _ LIGHTMAP_ON
  104. //--------------------------------------
  105. // GPU Instancing
  106. #pragma multi_compile_instancing
  107. #pragma instancing_options renderinglayer
  108. //--------------------------------------
  109. // Spine related keywords
  110. #pragma vertex ForwardPassVertexSprite
  111. #pragma fragment ForwardPassFragmentSprite
  112. #define USE_URP
  113. #define fixed4 half4
  114. #define fixed3 half3
  115. #define fixed half
  116. #include "Include/Spine-Input-Sprite-URP.hlsl"
  117. #include "Include/Spine-Sprite-ForwardPass-URP.hlsl"
  118. ENDHLSL
  119. }
  120. Pass
  121. {
  122. Name "ShadowCaster"
  123. Tags{"LightMode" = "ShadowCaster"}
  124. ZWrite On
  125. ColorMask 0
  126. ZTest LEqual
  127. Cull Off
  128. HLSLPROGRAM
  129. // Required to compile gles 2.0 with standard srp library
  130. #pragma prefer_hlslcc gles
  131. #pragma exclude_renderers d3d11_9x
  132. #pragma target 2.0
  133. // -------------------------------------
  134. // Material Keywords
  135. #pragma shader_feature _ALPHATEST_ON
  136. //--------------------------------------
  137. // GPU Instancing
  138. #pragma multi_compile_instancing
  139. #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  140. #pragma vertex ShadowPassVertexSprite
  141. #pragma fragment ShadowPassFragmentSprite
  142. #define USE_URP
  143. #define fixed4 half4
  144. #define fixed3 half3
  145. #define fixed half
  146. #include "Include/Spine-Input-Sprite-URP.hlsl"
  147. #include "Include/Spine-Sprite-ShadowCasterPass-URP.hlsl"
  148. ENDHLSL
  149. }
  150. Pass
  151. {
  152. Name "DepthOnly"
  153. Tags{"LightMode" = "DepthOnly"}
  154. ZWrite On
  155. ColorMask R
  156. Cull Off
  157. HLSLPROGRAM
  158. // Required to compile gles 2.0 with standard srp library
  159. #pragma prefer_hlslcc gles
  160. #pragma exclude_renderers d3d11_9x
  161. #pragma vertex DepthOnlyVertexSprite
  162. #pragma fragment DepthOnlyFragmentSprite
  163. // -------------------------------------
  164. // Material Keywords
  165. #pragma shader_feature _ALPHATEST_ON
  166. #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  167. //--------------------------------------
  168. // GPU Instancing
  169. #pragma multi_compile_instancing
  170. #define USE_URP
  171. #define fixed4 half4
  172. #define fixed3 half3
  173. #define fixed half
  174. #include "Include/Spine-Input-Sprite-URP.hlsl"
  175. #include "Include/Spine-Sprite-DepthOnlyPass-URP.hlsl"
  176. ENDHLSL
  177. }
  178. // This pass is used when drawing to a _CameraNormalsTexture texture
  179. Pass
  180. {
  181. Name "DepthNormals"
  182. Tags{"LightMode" = "DepthNormals"}
  183. ZWrite On
  184. Cull[_Cull]
  185. HLSLPROGRAM
  186. #pragma vertex DepthNormalsVertexSprite
  187. #pragma fragment DepthNormalsFragmentSprite
  188. // -------------------------------------
  189. // Material Keywords
  190. #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
  191. #pragma shader_feature _NORMALMAP
  192. #pragma shader_feature _ALPHA_CLIP
  193. // -------------------------------------
  194. // Universal Pipeline keywords
  195. #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
  196. //--------------------------------------
  197. // GPU Instancing
  198. #pragma multi_compile_instancing
  199. #define USE_URP
  200. #define fixed4 half4
  201. #define fixed3 half3
  202. #define fixed half
  203. #include "Include/Spine-Input-Sprite-URP.hlsl"
  204. #include "Include/Spine-Sprite-DepthNormalsPass-URP.hlsl"
  205. ENDHLSL
  206. }
  207. Pass
  208. {
  209. Name "Unlit"
  210. Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
  211. ZWrite Off
  212. Cull Off
  213. Blend One OneMinusSrcAlpha
  214. HLSLPROGRAM
  215. #pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
  216. #pragma prefer_hlslcc gles
  217. #pragma vertex vert
  218. #pragma fragment frag
  219. #undef LIGHTMAP_ON
  220. #define USE_URP
  221. #define fixed4 half4
  222. #define fixed3 half3
  223. #define fixed half
  224. #include "Include/Spine-Input-URP.hlsl"
  225. #include "Include/Spine-Skeleton-ForwardPass-URP.hlsl"
  226. ENDHLSL
  227. }
  228. }
  229. FallBack "Hidden/InternalErrorShader"
  230. CustomEditor "SpineSpriteShaderGUI"
  231. }