#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" half4 _RendererColor; PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); #if !_ENABLE_SORT_3D_AS_2D_COMPATIBLE SetUpSpriteInstanceProperties(); input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); #endif output = BuildVaryings(input); #if !_ENABLE_SORT_3D_AS_2D_COMPATIBLE output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here #endif #if defined(DEBUG_DISPLAY) output.normalWS = TransformObjectToWorldNormal(input.normalOS); #endif PackedVaryings packedOutput = PackVaryings(output); return packedOutput; } void frag(PackedVaryings packedInput, out uint outRenderingLayers : SV_Target0) { 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 (color.a == 0.0) discard; #if ALPHA_CLIP_THRESHOLD clip(color.a - surfaceDescription.AlphaClipThreshold); #endif outRenderingLayers = GetMeshRenderingLayer(); }