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fix: use the same cbuffer for Universal2D pass (#613)
* use the same UniversalToonInput * generate shaders
1 parent 9e53765 commit a4dd01b

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5 files changed

+6
-9
lines changed

5 files changed

+6
-9
lines changed

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader

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//Auto-generated on Thu Nov 27 05:21:40 UTC 2025
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//Auto-generated on Fri Nov 28 12:09:28 UTC 2025
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Shader "Toon" {
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Properties
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{
@@ -1385,7 +1385,7 @@ Shader "Toon" {
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalToonInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalBasic2D.hlsl"
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ENDHLSL
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}

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader

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//Auto-generated on Thu Nov 27 05:21:40 UTC 2025
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//Auto-generated on Fri Nov 28 12:09:28 UTC 2025
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Shader "Toon(Tessellation)" {
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Properties
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{
@@ -1422,7 +1422,7 @@ Shader "Toon(Tessellation)" {
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalToonInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalBasic2D.hlsl"
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ENDHLSL
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}

com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToon.shadertemplate

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@@ -899,7 +899,7 @@ Shader "Toon" {
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalToonInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalBasic2D.hlsl"
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ENDHLSL
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}

com.unity.toonshader/Runtime/Shaders/Common/Parts/UnityToonTessellation.shadertemplate

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@@ -920,7 +920,7 @@ Shader "Toon(Tessellation)" {
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalToonInput.hlsl"
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#include "../../UniversalRP/Shaders/UniversalBasic2D.hlsl"
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ENDHLSL
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}

com.unity.toonshader/Runtime/UniversalRP/Shaders/UniversalBasic2D.hlsl

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#ifndef UNIVERSAL_UTS_FALLBACK_2D_INCLUDED
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#define UNIVERSAL_UTS_FALLBACK_2D_INCLUDED
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float4 _MainTex_ST;
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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struct Attributes
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{
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float4 positionOS : POSITION;

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