#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; output = BuildVaryings(input); output.color *= _RendererColor; 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); SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked); SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); #ifdef UNIVERSAL_USELEGACYSPRITEBLOCKS half4 color = surfaceDescription.SpriteColor; #else half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha); #endif color *= unpacked.color; 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); return CombinedShapeLightShared(surfaceData, inputData); }