SubShader { Tags {*LIL_SUBSHADER_TAGS*} HLSLINCLUDE #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_REFRACTION #define LIL_MULTI #define LIL_MULTI_INPUTS_MAIN_TONECORRECTION #define LIL_MULTI_INPUTS_MAIN2ND #define LIL_MULTI_INPUTS_MAIN3RD #define LIL_MULTI_INPUTS_ALPHAMASK #define LIL_MULTI_INPUTS_SHADOW #define LIL_MULTI_INPUTS_BACKLIGHT #define LIL_MULTI_INPUTS_EMISSION #define LIL_MULTI_INPUTS_EMISSION_2ND #define LIL_MULTI_INPUTS_NORMAL #define LIL_MULTI_INPUTS_NORMAL_2ND #define LIL_MULTI_INPUTS_ANISOTROPY #define LIL_MULTI_INPUTS_REFLECTION #define LIL_MULTI_INPUTS_MATCAP #define LIL_MULTI_INPUTS_MATCAP_2ND #define LIL_MULTI_INPUTS_RIM #define LIL_MULTI_INPUTS_GLITTER #define LIL_MULTI_INPUTS_PARALLAX #define LIL_MULTI_INPUTS_DISTANCE_FADE #define LIL_MULTI_INPUTS_AUDIOLINK #define LIL_MULTI_INPUTS_DISSOLVE #pragma lil_skip_variants_decals #pragma lil_skip_variants_addlightshadows #pragma lil_skip_variants_probevolumes #pragma lil_skip_variants_ao ENDHLSL // GrabPass GrabPass {"_lilBackgroundTexture"} *LIL_INSERT_PASS_PRE* // Forward Pass { Name "FORWARD" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"} Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Cull [_Cull] ZClip [_ZClip] ZWrite [_ZWrite] ZTest [_ZTest] ColorMask [_ColorMask] Offset [_OffsetFactor], [_OffsetUnits] BlendOp [_BlendOp], [_BlendOpAlpha] Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha] AlphaToMask [_AlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_forward // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Main #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _COLORADDSUBDIFF_ON #pragma shader_feature_local _COLORCOLOR_ON #pragma shader_feature_local _SUNDISK_NONE #pragma shader_feature_local GEOM_TYPE_FROND #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local ANTI_FLICKER #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local SOURCE_GBUFFER #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local GEOM_TYPE_MESH #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local GEOM_TYPE_LEAF #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local PIXELSNAP_ON #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _MAPPING_6_FRAMES_LAYOUT #pragma shader_feature_local _SUNDISK_HIGH_QUALITY // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_forward.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } //---------------------------------------------------------------------------------------------------------------------- // ForwardAdd Start // // ForwardAdd Pass { Name "FORWARD_ADD" Tags {"LightMode" = "ForwardAdd"} Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Cull [_Cull] ZClip [_ZClip] ZWrite Off ZTest LEqual ColorMask [_ColorMask] Offset [_OffsetFactor], [_OffsetUnits] Blend [_SrcBlendFA] [_DstBlendFA], Zero One BlendOp [_BlendOpFA], [_BlendOpAlphaFA] AlphaToMask [_AlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_forwardadd // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Main #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _COLORADDSUBDIFF_ON #pragma shader_feature_local _COLORCOLOR_ON #pragma shader_feature_local _SUNDISK_NONE #pragma shader_feature_local GEOM_TYPE_FROND #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local SOURCE_GBUFFER #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local GEOM_TYPE_MESH #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local GEOM_TYPE_LEAF #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local PIXELSNAP_ON #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _MAPPING_6_FRAMES_LAYOUT #pragma shader_feature_local _SUNDISK_HIGH_QUALITY // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_forward.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } // // ForwardAdd End // ShadowCaster Pass { Name "SHADOW_CASTER" Tags {"LightMode" = "ShadowCaster"} Offset 1, 1 Cull [_Cull] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_shadowcaster // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_shadowcaster.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } // Meta Pass { Name "META" Tags {"LightMode" = "Meta"} Cull Off HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_meta // Tone correction and emission #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_meta.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } *LIL_INSERT_PASS_POST* } Fallback "Unlit/Texture"