其实是URP是支持多pass的,第二个pass需要添加 "LightMode" = "SRPDefaultUnlit", 我已经弄出来了,但是spine shader有很多参数需要更改编辑器,希望官方搞定。上传了附件 替换官方的 Spine-Sprite-URP-2D.shader
Shader "Universal Render Pipeline/2D/Spine/Sprite-outline"
{
Properties
{
_MainTex("Main Texture", 2D) = "white" {}
_MaskTex("Mask", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[MaterialToggle] PixelSnap("Pixel snap", Float) = 0
_EmissionColor("Color", Color) = (0,0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionPower("Emission Power", Float) = 2.0
_FixedNormal("Fixed Normal", Vector) = (0,0,1,1)
_ZWrite("Depth Write", Float) = 0.0
_Cutoff("Depth alpha cutoff", Range(0,1)) = 0.0
_ShadowAlphaCutoff("Shadow alpha cutoff", Range(0,1)) = 0.1
_CustomRenderQueue("Custom Render Queue", Float) = 0.0
_OverlayColor("Overlay Color", Color) = (0,0,0,0)
_Hue("Hue", Range(-0.5,0.5)) = 0.0
_Saturation("Saturation", Range(0,2)) = 1.0
_Brightness("Brightness", Range(0,2)) = 1.0
_RimPower("Rim Power", Float) = 2.0
_RimColor("Rim Color", Color) = (1,1,1,1)
_BlendTex("Blend Texture", 2D) = "white" {}
_BlendAmount("Blend", Range(0,1)) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _RenderQueue("__queue", Float) = 0.0
[HideInInspector] _Cull("__cull", Float) = 0.0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Compare", Float) = 0.0 // Disabled stencil test by default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
ENDHLSL
SubShader
{
// UniversalPipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail.
Pass
{
Tags {"LightMode" = "Universal2D" "Queue" = "Transparent" "RenderType" = "Sprite" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "AlphaDepth" = "False" "CanUseSpriteAtlas" = "True" }
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
//
---
// Material Keywords
#pragma shader_feature _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
#pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ALPHA_CLIP
#pragma shader_feature _EMISSION
#pragma shader_feature _COLOR_ADJUST
#pragma shader_feature _RIM_LIGHTING
#pragma shader_feature _TEXTURE_BLEND
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
//
---
// GPU Instancing
#pragma multi_compile_instancing
//
---
// Spine related keywords
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "../Include/Spine-Input-Sprite-URP.hlsl"
#include "Include/Spine-Sprite-StandardPass-URP-2D.hlsl"
ENDHLSL
}
// Pass
// {
// Tags { "LightMode" = "NormalsRendering"}
// Blend SrcAlpha OneMinusSrcAlpha
// Cull[_Cull]
// ZWrite[_ZWrite]
// HLSLPROGRAM
// #pragma prefer_hlslcc gles
// #pragma vertex NormalsRenderingVertex
// #pragma fragment NormalsRenderingFragment
// //
---
// // Material Keywords
// #pragma shader_feature _ _FIXED_NORMALS_VIEWSPACE _FIXED_NORMALS_VIEWSPACE_BACKFACE _FIXED_NORMALS_MODELSPACE _FIXED_NORMALS_MODELSPACE_BACKFACE
// #pragma shader_feature _NORMALMAP
// #pragma shader_feature _ALPHA_CLIP
// #pragma multi_compile _ PIXELSNAP_ON
// #pragma multi_compile _ ETC1_EXTERNAL_ALPHA
// //
---
// // GPU Instancing
// #pragma multi_compile_instancing
// #define USE_URP
// #define fixed4 half4
// #define fixed3 half3
// #define fixed half
// #include "../Include/Spine-Input-Sprite-URP.hlsl"
// #include "Include/Spine-Sprite-NormalsPass-URP-2D.hlsl"
// ENDHLSL
// }
//UsePass "Universal Render Pipeline/2D/Spine/Skeleton Lit/UNLIT"
Pass
{
Tags {"LightMode" = "SRPDefaultUnlit" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
LOD 100
Cull Off
ZWrite Off
Blend One OneMinusSrcAlpha
Stencil
{
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//
---
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vertOutline
#pragma fragment fragOutline
#pragma shader_feature _ _USE8NEIGHBOURHOOD_ON
#define USE_URP
#define fixed4 half4
#define fixed3 half3
#define fixed half
#include "../Include/Spine-Input-Outline-URP.hlsl"
#include "../Include/Spine-Outline-Pass-URP.hlsl"
ENDHLSL
}
}
FallBack "Universal Render Pipeline/2D/Spine/Skeleton Lit"
CustomEditor "SpineSpriteShaderGUI"
}