SubShader { Tags {*LIL_SUBSHADER_TAGS*} HLSLINCLUDE *LIL_SHADER_SETTING* #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_REFRACTION #define LIL_REFRACTION_BLUR2 #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 Blur Pass { Name "FORWARD_BLUR" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"} Stencil { Ref [_StencilRef] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Cull [_Cull] Blend One Zero ZWrite [_ZWrite] ZTest [_ZTest] AlphaToMask [_AlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing //---------------------------------------------------------------------------------------------------------------------- // 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_refblur.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } // GrabPass GrabPass {} // Forward Pass { Name "FORWARD" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_1*"} 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 //---------------------------------------------------------------------------------------------------------------------- // 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] 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 //---------------------------------------------------------------------------------------------------------------------- // 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 //---------------------------------------------------------------------------------------------------------------------- // 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 //---------------------------------------------------------------------------------------------------------------------- // 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"