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- Shader "Universal Render Pipeline/2D/Spine/Blend Modes/Skeleton Additive" {
- Properties {
- _Color ("Tint Color", Color) = (1,1,1,1)
- [NoScaleOffset] _MainTex ("MainTex", 2D) = "black" {}
- [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
- _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
- [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0
- _Black(" Dark Color", Color) = (0,0,0,0)
- [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
- }
- SubShader {
- Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- LOD 100
- Fog { Mode Off }
- Cull Off
- ZWrite Off
- Blend One One
- Lighting Off
- Stencil {
- Ref[_StencilRef]
- Comp[_StencilComp]
- Pass Keep
- }
- Pass {
- Tags { "LightMode" = "Universal2D" }
- HLSLPROGRAM
- // Required to compile gles 2.0 with standard srp library
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- // -------------------------------------
- // Unity defined keywords
- #pragma multi_compile_fog
- //--------------------------------------
- // GPU Instancing
- #pragma multi_compile_instancing
- //--------------------------------------
- // Spine related keywords
- #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
- #pragma shader_feature _TINT_BLACK_ON
- #pragma vertex vert
- #pragma fragment frag
- #undef LIGHTMAP_ON
- #define USE_URP
- #define fixed4 half4
- #define fixed3 half3
- #define fixed half
- #define APPLY_MATERIAL_TINT_COLOR
- #include "../../Include/Spine-Input-URP.hlsl"
- #include "../../Include/Spine-Skeleton-ForwardPass-URP.hlsl"
- ENDHLSL
- }
- }
- }
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