#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" half4 _RendererColor; PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here PackedVaryings packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS half4 color = surfaceDescription.SpriteColor; #else half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha); #endif #if ALPHA_CLIP_THRESHOLD clip(color.a - surfaceDescription.AlphaClipThreshold); #endif // Disable vertex color multiplication. Users can get the color from VertexColor node #if !defined(HAVE_VFX_MODIFICATION) && !defined(_DISABLE_COLOR_TINT) color *= unpacked.color; #endif SurfaceData2D surfaceData; InitializeSurfaceData(color.rgb, color.a, surfaceDescription.SpriteMask, surfaceData); InputData2D inputData; InitializeInputData(unpacked.texCoord0.xy, half2(unpacked.screenPosition.xy / unpacked.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, unpacked.positionWS, unpacked.positionCS); return CombinedShapeLightShared(surfaceData, inputData); }