Files
2026-02-23 22:01:07 +07:00

466 lines
19 KiB
GLSL

Shader "AllIn1SpriteShader/AllIn1Urp2dRenderer"
{
Properties
{
[NoScaleOffset]_MainTex ("Main Texture", 2D) = "white" {} //0
_Color("Main Color", Color) = (1,1,1,1) //1
_Alpha("General Alpha", Range(0,1)) = 1 //2
_GlowColor("Glow Color", Color) = (1,1,1,1) //3
_Glow("Glow Color Intensity", Range(0,100)) = 10 //4
_GlowGlobal("Global Glow Intensity", Range(1,100)) = 1 //5
[NoScaleOffset] _GlowTex("Glow Texture", 2D) = "white" {} //6
[NoScaleOffset]_FadeTex("Fade Texture", 2D) = "white" {} //7
_FadeAmount("Fade Amount", Range(-0.1,1)) = -0.1 //8
_FadeBurnWidth("Fade Burn Width", Range(0,1)) = 0.025 //9
_FadeBurnTransition("Burn Transition", Range(0.01,0.5)) = 0.075 //10
_FadeBurnColor("Fade Burn Color", Color) = (1,1,0,1) //11
[NoScaleOffset]_FadeBurnTex("Fade Burn Texture", 2D) = "white" {} //12
_FadeBurnGlow("Fade Burn Glow", Range(1,250)) = 2//13
_OutlineColor("Outline Base Color", Color) = (1,1,1,1) //14
_OutlineAlpha("Outline Base Alpha", Range(0,1)) = 1 //15
_OutlineGlow("Outline Base Glow", Range(1,100)) = 1.5 //16
_OutlineWidth("Outline Base Width", Range(0,0.2)) = 0.004 //17
_OutlinePixelWidth("Outline Base Pixel Width", Int) = 1 //18
[Space]
[NoScaleOffset]_OutlineTex("Outline Texture", 2D) = "white" {} //19
_OutlineTexXSpeed("Texture scroll speed X", Range(-50,50)) = 10 //20
_OutlineTexYSpeed("Texture scroll speed Y", Range(-50,50)) = 0 //21
[Space]
[NoScaleOffset]_OutlineDistortTex("Outline Distortion Texture", 2D) = "white" {} //22
_OutlineDistortAmount("Outline Distortion Amount", Range(0,2)) = 0.5 //23
_OutlineDistortTexXSpeed("Distortion scroll speed X", Range(-50,50)) = 5 //24
_OutlineDistortTexYSpeed("Distortion scroll speed Y", Range(-50,50)) = 5 //25
_AlphaOutlineColor("Color", Color) = (1, 1, 1, 1) //26
_AlphaOutlineGlow("Outline Glow", Range(1,100)) = 5 //27
_AlphaOutlinePower("Power", Range(0, 5)) = 1 // 28
_AlphaOutlineMinAlpha("Min Alpha", Range(0, 1)) = 0 // 29
_AlphaOutlineBlend("Blend", Range(0, 1)) = 1 // 30
_GradBlend("Gradient Blend", Range(0,1)) = 1 //31
_GradTopLeftCol("Top Color", Color) = (1,0,0,1) //32
_GradTopRightCol("Top Color 2", Color) = (1, 1, 0, 1) //33
_GradBotLeftCol("Bot Color", Color) = (0,0,1,1) //34
_GradBotRightCol("Bot Color 2", Color) = (0, 1, 0, 1) //35
[NoScaleOffset] _ColorSwapTex("Color Swap Texture", 2D) = "black" {} //36
[HDR] _ColorSwapRed("Red Channel", Color) = (1,1,1,1) //37
_ColorSwapRedLuminosity("Red luminosity", Range(-1,1)) = 0.5 //38
[HDR] _ColorSwapGreen("Green Channel", Color) = (1,1,1,1) //39
_ColorSwapGreenLuminosity("Green luminosity", Range(-1,1)) = 0.5 //40
[HDR] _ColorSwapBlue("Blue Channel", Color) = (1,1,1,1) //41
_ColorSwapBlueLuminosity("Blue luminosity", Range(-1,1)) = 0.5 //42
_HsvShift("Hue Shift", Range(0, 360)) = 180 //43
_HsvSaturation("Saturation", Range(0, 2)) = 1 //44
_HsvBright("Brightness", Range(0, 2)) = 1 //45
_HitEffectColor("Hit Effect Color", Color) = (1,1,1,1) //46
_HitEffectGlow("Glow Intensity", Range(1,100)) = 5 //47
[Space]
_HitEffectBlend("Hit Effect Blend", Range(0,1)) = 1 //48
_NegativeAmount("Negative Amount", Range(0, 1)) = 1 //49
_PixelateSize("Pixelate size", Range(4,512)) = 32 //50
[NoScaleOffset] _ColorRampTex("Color ramp Texture", 2D) = "white" {} //51
_ColorRampLuminosity("Color ramp luminosity", Range(-1,1)) = 0 //52
[Toggle()] _ColorRampOutline("Affects everything?", float) = 0 //53
_GreyscaleLuminosity("Greyscale luminosity", Range(-1,1)) = 0 //54
[Toggle()] _GreyscaleOutline("Affects everything?", float) = 0 //55
_GreyscaleTintColor("Greyscale Tint Color", Color) = (1,1,1,1) //56
_PosterizeNumColors("Number of Colors", Range(0,100)) = 8 //57
_PosterizeGamma("Posterize Amount", Range(0.1,10)) = 0.75 //58
[Toggle()] _PosterizeOutline("Affects everything?", float) = 0 //59
_BlurIntensity("Blur Intensity", Range(0,100)) = 10 //60
[Toggle()] _BlurHD("Blur is Low Res?", float) = 0 //61
_MotionBlurAngle("Motion Blur Angle", Range(-1, 1)) = 0.1 //62
_MotionBlurDist("Motion Blur Distance", Range(-3, 3)) = 1.25 //63
_GhostColorBoost("Ghost Color Boost", Range(0,5)) = 1 //64
_GhostTransparency("Ghost Transparency", Range(0,1)) = 0 //65
_InnerOutlineColor("Inner Outline Color", Color) = (1,0,0,1) //66
_InnerOutlineThickness("Outline Thickness", Range(0,3)) = 1 //67
_InnerOutlineAlpha("Inner Outline Alpha", Range(0,1)) = 1 //68
_InnerOutlineGlow("Inner Outline Glow", Range(1,250)) = 4 //69
_AlphaCutoffValue("Alpha cutoff value", Range(0, 1)) = 0.25 //70
[Toggle()] _OnlyOutline("Only render outline?", float) = 0 //71
[Toggle()] _OnlyInnerOutline("Only render inner outline?", float) = 0 //72
_HologramStripesAmount("Stripes Amount", Range(0, 1)) = 0.1 //73
_HologramUnmodAmount("Unchanged Amount", Range(0, 1)) = 0.0 //74
_HologramStripesSpeed("Stripes Speed", Range(-20, 20)) = 4.5 //75
_HologramMinAlpha("Min Alpha", Range(0, 1)) = 0.1 //76
_HologramMaxAlpha("Max Alpha", Range(0, 100)) = 0.75 //77
_ChromAberrAmount("ChromAberr Amount", Range(0, 1)) = 1 //78
_ChromAberrAlpha("ChromAberr Alpha", Range(0, 1)) = 0.4 //79
_GlitchAmount("Glitch Amount", Range(0, 20)) = 3 //80
_FlickerPercent("Flicker Percent", Range(0, 1)) = 0.05 //81
_FlickerFreq("Flicker Frequency", Range(0, 5)) = 0.2 //82
_FlickerAlpha("Flicker Alpha", Range(0, 1)) = 0 //83
_ShadowX("Shadow X Axis", Range(-0.5, 0.5)) = 0.1 //84
_ShadowY("Shadow Y Axis", Range(-0.5, 0.5)) = -0.05 //85
_ShadowAlpha("Shadow Alpha", Range(0, 1)) = 0.5 //86
_ShadowColor("Shadow Color", Color) = (0, 0, 0, 1) //87
_HandDrawnAmount("Hand Drawn Amount", Range(0, 20)) = 10 //88
_HandDrawnSpeed("Hand Drawn Speed", Range(1, 15)) = 5 //89
_GrassSpeed("Speed", Range(0,50)) = 2 //90
_GrassWind("Bend amount", Range(0,50)) = 20 //91
[Space]
[Toggle()] _GrassManualToggle("Manually animated?", float) = 0 //92
_GrassManualAnim("Manual Anim Value", Range(-1,1)) = 1 //93
_WaveAmount("Wave Amount", Range(0, 25)) = 7 //94
_WaveSpeed("Wave Speed", Range(0, 25)) = 10 //95
_WaveStrength("Wave Strength", Range(0, 25)) = 7.5 //96
_WaveX("Wave X Axis", Range(0, 1)) = 0 //97
_WaveY("Wave Y Axis", Range(0, 1)) = 0.5 //98
_RectSize("Rect Size", Range(1, 4)) = 1 //99
_OffsetUvX("X axis", Range(-1, 1)) = 0 //100
_OffsetUvY("Y axis", Range(-1, 1)) = 0 //101
_ClipUvLeft("Clipping Left", Range(0, 1)) = 0 //102
_ClipUvRight("Clipping Right", Range(0, 1)) = 0 //103
_ClipUvUp("Clipping Up", Range(0, 1)) = 0 //104
_ClipUvDown("Clipping Down", Range(0, 1)) = 0 //105
_TextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 1 //106
_TextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0 //107
_ZoomUvAmount("Zoom Amount", Range(0.1, 5)) = 0.5 //108
[NoScaleOffset]_DistortTex("Distortion Texture", 2D) = "white" {} //109
_DistortAmount("Distortion Amount", Range(0,2)) = 0.5 //110
_DistortTexXSpeed("Scroll speed X", Range(-50,50)) = 5 //111
_DistortTexYSpeed("Scroll speed Y", Range(-50,50)) = 5 //112
_TwistUvAmount("Twist Amount", Range(0, 3.1416)) = 1 //113
_TwistUvPosX("Twist Pos X Axis", Range(0, 1)) = 0.5 //114
_TwistUvPosY("Twist Pos Y Axis", Range(0, 1)) = 0.5 //115
_TwistUvRadius("Twist Radius", Range(0, 3)) = 0.75 //116
_RotateUvAmount("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //117
_FishEyeUvAmount("Fish Eye Amount", Range(0, 0.5)) = 0.35 //118
_PinchUvAmount("Pinch Amount", Range(0, 0.5)) = 0.35 //119
_ShakeUvSpeed("Shake Speed", Range(0, 20)) = 2.5 //120
_ShakeUvX("X Multiplier", Range(0, 5)) = 1.5 //121
_ShakeUvY("Y Multiplier", Range(0, 5)) = 1 //122
_ColorChangeTolerance("Tolerance", Range(0, 1)) = 0.25 //123
_ColorChangeTarget("Color to change", Color) = (1, 0, 0, 1) //124
[HDR] _ColorChangeNewCol("New Color", Color) = (1, 1, 0, 1) //125
_ColorChangeLuminosity("New Color Luminosity", Range(0, 1)) = 0.0 //126
_RoundWaveStrength("Wave Strength", Range(0, 1)) = 0.7 //127
_RoundWaveSpeed("Wave Speed", Range(0, 5)) = 2 //128
[Toggle()] _BillboardY("Billboard on both axis?", float) = 0 //129
_ZWrite ("Depth Write", Float) = 0.0 // 130
_MySrcMode ("SrcMode", Float) = 5 // 131
_MyDstMode ("DstMode", Float) = 10 // 132
_ShineColor("Shine Color", Color) = (1,1,1,1) // 133
_ShineLocation("Shine Location", Range(0,1)) = 0.5 // 134
_ShineRotate("Rotate Angle(radians)", Range(0, 6.2831)) = 0 //135
_ShineWidth("Shine Width", Range(0.05,1)) = 0.1 // 136
_ShineGlow("Shine Glow", Range(0,100)) = 1 // 137
[NoScaleOffset] _ShineMask("Shine Mask", 2D) = "white" {} // 138
_GlitchSize("Glitch Size", Range(0.25, 5)) = 1 //139
_HologramStripeColor("Stripes Color", Color) = (0,1,1,1) //140
_GradBoostX("Boost X axis", Range(0.1, 5)) = 1.2 //141
_GradBoostY("Boost Y axis", Range(0.1, 5)) = 1.2 //142
[Toggle()] _GradIsRadial("Radial Gradient?", float) = 0 //143
_AlphaRoundThreshold("Round Threshold", Range(0.005, 1.0)) = 0.5 //144
_GrassRadialBend("Radial Bend", Range(0.0, 5.0)) = 0.1 //145
_ColorChangeTolerance2("Tolerance 2", Range(0, 1)) = 0.25 //146
_ColorChangeTarget2("Color to change 2", Color) = (1, 0, 0, 1) //147
[HDR] _ColorChangeNewCol2("New Color 2", Color) = (1, 1, 0, 1) //148
_ColorChangeTolerance3("Tolerance 3", Range(0, 1)) = 0.25 //149
_ColorChangeTarget3("Color to change 3", Color) = (1, 0, 0, 1) //150
[HDR] _ColorChangeNewCol3("New Color 3", Color) = (1, 1, 0, 1) //151
_Contrast ("Contrast", Range(0, 6)) = 1 // 152
_Brightness ("Brightness", Range(-1, 1)) = 0 // 153
_ColorSwapBlend ("Color Swap Blend", Range(0, 1)) = 1 // 154
_ColorRampBlend ("Color Ramp Blend", Range(0, 1)) = 1 // 155
_GreyscaleBlend ("Greyscale Blend", Range(0, 1)) = 1 // 156
_GhostBlend ("Ghost Blend", Range(0, 1)) = 1 // 157
_HologramBlend ("Hologram Blend", Range(0, 1)) = 1 // 158
[AllIn1ShaderGradient] _ColorRampTexGradient("Color ramp Gradient", 2D) = "white" {} //159
[NoScaleOffset]_OverlayTex("Overlay Texture", 2D) = "white" {} //160
_OverlayColor("Overlay Color", Color) = (1, 1, 1, 1) //161
_OverlayGlow("Overlay Glow", Range(0,25)) = 1 // 162
_OverlayBlend("Overlay Blend", Range(0, 1)) = 1 // 163
_RadialStartAngle("Radial Start Angle", Range(0, 360)) = 90 //164
_RadialClip("Radial Clip", Range(0, 360)) = 45 //165
_RadialClip2("Radial Clip 2", Range(0, 360)) = 0 //166
_WarpStrength("Warp Strength", Range(0, 0.1)) = 0.025 //167
_WarpSpeed("Warp Speed", Range(0, 25)) = 8 //168
_WarpScale("Warp Scale", Range(0.05, 3)) = 0.5 //169
_OverlayTextureScrollXSpeed("Speed X Axis", Range(-5, 5)) = 0.25 //170
_OverlayTextureScrollYSpeed("Speed Y Axis", Range(-5, 5)) = 0.25 //171
_MaskTex("Lighting Mask", 2D) = "white" {} //172
_LitAmount("Lit Amount", Range(0,1)) = 1 //173
_NormalMap("Normal Map", 2D) = "bump" {} //174
_NormalStrength("Normal Strength", Range(0,10)) = 1 //175
[Toggle()] _GlowAffectLight("Glow affects light", Float) = 1 //176
/**/
_MainTex_ScaleAndTiling("Main Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //177
_FadeTex_ScaleAndTiling("Fade Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //178
_FadeBurnTex_ScaleAndTiling("Fade Burn Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //179
_OutlineTex_ScaleAndTiling("Outline Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //180
_OutlineDistortTex_ScaleAndTiling("Outline Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //181
_DistortTex_ScaleAndTiling("Distort Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //182
_OverlayTex_ScaleAndTiling("Overlay Tex - Scale and Tiling", Vector) = (1, 1, 0, 0) //183
_GlitchSpeed("Glitch Speed", Range(0.0, 100)) = 20 //184
/**/
_ZTestMode ("Z Test Mode", Float) = 4
_CullingOption ("Culling Option", float) = 0
[HideInInspector] _MinXUV("_MinXUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxXUV("_MaxXUV", Range(0, 1)) = 1.0
[HideInInspector] _MinYUV("_MinYUV", Range(0, 1)) = 0.0
[HideInInspector] _MaxYUV("_MaxYUV", Range(0, 1)) = 1.0
[HideInInspector] _RandomSeed("_MaxYUV", Range(0, 10000)) = 0.0
_EditorDrawers("Editor Drawers", Int) = 14
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal" : "[12.0,17.2]"
}
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "CanUseSpriteAtlas" = "True" "PreviewType" = "Plane" "RenderPipeline"="UniversalPipeline"}
Blend [_MySrcMode] [_MyDstMode]
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTestMode]
Pass //Main Light Shapes pass
{
Name "Main Pass"
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if UNITY_VERSION >= 202230
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#pragma multi_compile_instancing
#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 __
#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
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Structs.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_CommonFunctions.hlsl"
#include_with_pragmas "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_ShaderFeatures.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Properties.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_VertexPass.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_FragmentPass.hlsl"
ENDHLSL
}
Pass //Normal Mapping
{
Name "Normal Pass"
Tags { "LightMode" = "NormalsRendering" }
HLSLPROGRAM
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if UNITY_VERSION >= 202230
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Structs.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_CommonFunctions.hlsl"
#include_with_pragmas "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_ShaderFeatures.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Properties.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_NormalsRenderingVertexPass.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_NormalsRenderingFragmentPass.hlsl"
ENDHLSL
}
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal" : "17.3"
}
Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "CanUseSpriteAtlas" = "True" "PreviewType" = "Plane" "RenderPipeline"="UniversalPipeline"}
Blend [_MySrcMode] [_MyDstMode]
Cull Off
ZWrite [_ZWrite]
ZTest [_ZTestMode]
Pass //Main Light Shapes pass
{
Name "Main Pass"
Tags { "LightMode" = "Universal2D" }
HLSLPROGRAM
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile_instancing
#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 __
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Structs.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_CommonFunctions.hlsl"
#include_with_pragmas "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_ShaderFeatures.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Properties.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_VertexPass.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_FragmentPass.hlsl"
ENDHLSL
}
Pass //Normal Mapping
{
Name "Normal Pass"
Tags { "LightMode" = "NormalsRendering" }
HLSLPROGRAM
#pragma vertex NormalsRenderingVertex
#pragma fragment NormalsRenderingFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Structs.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_CommonFunctions.hlsl"
#include_with_pragmas "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_ShaderFeatures.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Properties.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_NormalsRenderingVertexPass.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_NormalsRenderingFragmentPass.hlsl"
ENDHLSL
}
Pass //Universal Forward
{
Name "Universal Forward"
Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
HLSLPROGRAM
#pragma vertex CombinedShapeLightVertex
#pragma fragment CombinedShapeLightFragment
#pragma multi_compile_instancing
#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 __
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Structs.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_CommonFunctions.hlsl"
#include_with_pragmas "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_ShaderFeatures.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_Properties.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_VertexPass.hlsl"
#include "ShaderLibrary/2DRenderer/AllIn1SpriteShader_2DRenderer_FragmentPass.hlsl"
ENDHLSL
}
}
//FallBack "AllIn1SpriteShader/AllIn1SpriteShader"
CustomEditor "AllIn1SpriteShader.AllIn12DRendererMaterialInspector"
}