Shader "BadDog/URP/BGAreaSpineLit" { Properties { _Cutoff("Shadow alpha cutoff", Range(0, 1)) = 0.1 [NoScaleOffset] _MainTex("Main Texture", 2D) = "black" {} [Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0 [Toggle(_ZWRITE)] _ZWrite("Depth Write", Float) = 0.0 [Toggle(_RECEIVE_SHADOWS)] _ReceiveShadows("Receive Shadows", Int) = 0 [Toggle(_DOUBLE_SIDED_LIGHTING)] _DoubleSidedLighting("Double-Sided Lighting", Int) = 0 [MaterialToggle(_LIGHT_AFFECTS_ADDITIVE)] _LightAffectsAdditive("Light Affects Additive", Float) = 0 [MaterialToggle(_TINT_BLACK_ON)] _TintBlack("Tint Black", Float) = 0 _Color(" Light Color", Color) = (1, 1, 1, 1) _Black(" Dark Color", Color) = (0, 0, 0, 0) [MaterialToggle(_ADAPTIVE_PROBE_VOLUMES_PER_PIXEL)] _AdaptiveProbeVolumesPerPixel("APV per Pixel", Float) = 1 [HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 8 } SubShader { Tags { "RenderPipeline" = "UniversalPipeline" "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Cull Off ZWrite[_ZWrite] Blend One OneMinusSrcAlpha Stencil { Ref[_StencilRef] Comp[_StencilComp] Pass Keep } Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } ZWrite[_ZWrite] Cull Off Blend One OneMinusSrcAlpha HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _LIGHT_AFFECTS_ADDITIVE #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma shader_feature _TINT_BLACK_ON #pragma multi_compile_fragment _ _ENABLE_BG_AREA_LIGHTING #pragma multi_compile _ _LIGHT_LAYERS #if UNITY_VERSION >= 60000100 #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #else #pragma multi_compile _ _FORWARD_PLUS #endif // ------------------------------------- // Unity defined keywords #if UNITY_VERSION >= 60000000 #pragma multi_compile_fragment _ DEBUG_DISPLAY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #endif #if UNITY_VERSION >= 60000100 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #else #pragma multi_compile_fog #endif // ------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma instancing_options renderinglayer // ------------------------------------- // Spine related keywords #pragma shader_feature _ _STRAIGHT_ALPHA_INPUT #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING #pragma shader_feature _RECEIVE_SHADOWS_OFF _RECEIVE_SHADOWS #pragma vertex vert #pragma fragment frag #undef LIGHTMAP_ON #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define BGAREA_SPINE_PASS_FORWARDLIT #include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl" #undef BGAREA_SPINE_PASS_FORWARDLIT ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ColorMask 0 ZTest LEqual Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON // ------------------------------------- // GPU Instancing #pragma multi_compile_instancing #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING #pragma vertex ShadowPassVertexSkeletonLit #pragma fragment ShadowPassFragmentSkeletonLit #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define BGAREA_SPINE_PASS_SHADOWCASTER #include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl" #undef BGAREA_SPINE_PASS_SHADOWCASTER ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } ZWrite On ColorMask R Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A // ------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define BGAREA_SPINE_PASS_DEPTHONLY #include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl" #undef BGAREA_SPINE_PASS_DEPTHONLY ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } ZWrite On HLSLPROGRAM #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON #pragma shader_feature _ _DOUBLE_SIDED_LIGHTING // ------------------------------------- // Universal Pipeline keywords #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- // GPU Instancing #pragma multi_compile_instancing #define USE_URP #define fixed4 half4 #define fixed3 half3 #define fixed half #define BGAREA_SPINE_PASS_DEPTHNORMALS #include "Packages/com.baddog.rendering.arealight/Shaders/BadDog/BGAreaSpineLitForwardPass.hlsl" #undef BGAREA_SPINE_PASS_DEPTHNORMALS ENDHLSL } } FallBack "Universal Render Pipeline/Unlit" }