更新,spine和很多优化
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Shader "Universal Render Pipeline/Spine/Sprite"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
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_EmissionColor("Color", Color) = (0,0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_EmissionPower("Emission Power", Float) = 2.0
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_DiffuseRamp("Diffuse Ramp Texture", 2D) = "gray" {}
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_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
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_ZWrite("Depth Write", Float) = 0.0
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_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
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_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
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_CustomRenderQueue("Custom Render Queue", Float) = 0.0
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_OverlayColor("Overlay Color", Color) = (0,0,0,0)
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_Hue("Hue", Range(-0.5,0.5)) = 0.0
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_Saturation("Saturation", Range(0,2)) = 1.0
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_Brightness("Brightness", Range(0,2)) = 1.0
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_RimPower("Rim Power", Float) = 2.0
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_RimColor("Rim Color", Color) = (1,1,1,1)
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_BlendTex("Blend Texture", 2D) = "white" {}
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_BlendAmount("Blend", Range(0,1)) = 0.0
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[MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0
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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] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _RenderQueue("__queue", Float) = 0.0
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[HideInInspector] _Cull("__cull", Float) = 0.0
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[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 // Set to Always as default
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// Outline properties are drawn via custom editor.
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[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
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[HideInInspector][MaterialToggle(_USE_SCREENSPACE_OUTLINE_WIDTH)] _UseScreenSpaceOutlineWidth("Width in Screen Space", Float) = 0
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[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
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[HideInInspector][MaterialToggle(_OUTLINE_FILL_INSIDE)]_Fill("Fill", Float) = 0
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[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
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[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
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[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
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[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
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[HideInInspector] _OutlineOpaqueAlpha("Opaque Alpha", Range(0,1)) = 1.0
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[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
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}
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SubShader
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{
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail.
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Tags { "RenderPipeline"="UniversalPipeline" "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" "CanUseSpriteAtlas"="True" "IgnoreProjector"="True" }
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LOD 150
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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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// Forward pass.
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags{"LightMode" = "UniversalForward"}
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard SRP library
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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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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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// Material Keywords
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
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#pragma shader_feature _ _SPECULAR _SPECULAR_GLOSSMAP
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _DIFFUSE_RAMP
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#pragma shader_feature _ _FULLRANGE_HARD_RAMP _FULLRANGE_SOFT_RAMP _OLD_HARD_RAMP _OLD_SOFT_RAMP
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#pragma shader_feature _COLOR_ADJUST
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#pragma shader_feature _RIM_LIGHTING
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#pragma shader_feature _TEXTURE_BLEND
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#pragma shader_feature _FOG
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#pragma shader_feature _RECEIVE_SHADOWS_OFF
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#pragma shader_feature _LIGHT_AFFECTS_ADDITIVE
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#pragma shader_feature _TINT_BLACK_ON
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma multi_compile_fog
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#pragma multi_compile _ PIXELSNAP_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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// Farward+ renderer keywords
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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//--------------------------------------
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// Spine related keywords
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#pragma vertex ForwardPassVertexSprite
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#pragma fragment ForwardPassFragmentSprite
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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-ForwardPass-URP.hlsl"
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ENDHLSL
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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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ZWrite On
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ColorMask 0
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ZTest LEqual
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Cull Off
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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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//--------------------------------------
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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 ShadowPassVertexSprite
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#pragma fragment ShadowPassFragmentSprite
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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-ShadowCasterPass-URP.hlsl"
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ENDHLSL
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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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ZWrite On
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ColorMask R
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Cull Off
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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 vertex DepthOnlyVertexSprite
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#pragma fragment DepthOnlyFragmentSprite
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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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// GPU Instancing
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#pragma multi_compile_instancing
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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-DepthOnlyPass-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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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma vertex DepthNormalsVertexSprite
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#pragma fragment DepthNormalsFragmentSprite
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE _FIXED_NORMALS_WORLDSPACE
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _ALPHA_CLIP
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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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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Pass
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{
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Name "Unlit"
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Tags { "LightMode" = "UniversalForward" "Queue" = "Transparent" "RenderType" = "Transparent"}
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ZWrite Off
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Cull Off
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Blend One OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAPREMULTIPLY_VERTEX_ONLY _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
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#pragma prefer_hlslcc gles
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#pragma vertex vert
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#pragma fragment frag
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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-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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FallBack "Universal Render Pipeline/Spine/Skeleton"
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CustomEditor "SpineSpriteShaderGUI"
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}
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