SubShader { Tags {*LIL_DOTS_SM_TAGS*} HLSLINCLUDE *LIL_SHADER_SETTING* #define LIL_TESSELLATION #pragma target 5.0 #pragma exclude_renderers gles gles3 glcore #pragma fragmentoption ARB_precision_hint_fastest #pragma lil_skip_variants_decals #pragma lil_skip_variants_addlightshadows #pragma lil_skip_variants_probevolumes #pragma lil_skip_variants_ao ENDHLSL *LIL_INSERT_PASS_PRE* // Forward Back Pass { Name "FORWARD_BACK" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"} Stencil { Ref [_PreStencilRef] ReadMask [_PreStencilReadMask] WriteMask [_PreStencilWriteMask] Comp [_PreStencilComp] Pass [_PreStencilPass] Fail [_PreStencilFail] ZFail [_PreStencilZFail] } Cull [_PreCull] ZClip [_PreZClip] ZWrite [_PreZWrite] ZTest [_PreZTest] ColorMask [_PreColorMask] Offset [_PreOffsetFactor], [_PreOffsetUnits] BlendOp [_PreBlendOp], [_PreBlendOpAlpha] Blend [_PreSrcBlend] [_PreDstBlend], [_PreSrcBlendAlpha] [_PreDstBlendAlpha] AlphaToMask [_PreAlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vertTess #pragma fragment frag #pragma hull hull #pragma domain domain #pragma require tesshw tessellation #pragma lil_multi_compile_forward #pragma lil_skip_variants_base_shadows //---------------------------------------------------------------------------------------------------------------------- // Pass #define LIL_TRANSPARENT_PRE #include "Includes/lil_pipeline_urp.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 } // 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 vertTess #pragma fragment frag #pragma hull hull #pragma domain domain #pragma require tesshw tessellation #pragma lil_multi_compile_forward #pragma lil_skip_variants_base_shadows //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_urp.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 } // Forward Outline Pass { Name "FORWARD_OUTLINE" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_2*"} Stencil { Ref [_OutlineStencilRef] ReadMask [_OutlineStencilReadMask] WriteMask [_OutlineStencilWriteMask] Comp [_OutlineStencilComp] Pass [_OutlineStencilPass] Fail [_OutlineStencilFail] ZFail [_OutlineStencilZFail] } Cull [_OutlineCull] ZClip [_OutlineZClip] ZWrite [_OutlineZWrite] ZTest [_OutlineZTest] ColorMask [_OutlineColorMask] Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits] BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha] Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha] AlphaToMask [_OutlineAlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vertTess #pragma fragment frag #pragma hull hull #pragma domain domain #pragma require tesshw tessellation #pragma lil_multi_compile_forward #pragma lil_skip_variants_outline_shadows //---------------------------------------------------------------------------------------------------------------------- // Pass #define LIL_OUTLINE #include "Includes/lil_pipeline_urp.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 } // ShadowCaster Pass { Name "SHADOW_CASTER" Tags {"LightMode" = "ShadowCaster"} Cull [_Cull] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_shadowcaster //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_urp.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 } // DepthOnly Pass { Name "DEPTHONLY" Tags {"LightMode" = "DepthOnly"} Cull [_Cull] ZClip [_ZClip] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_depthonly //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_urp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_depthonly.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } // DepthNormals Pass { Name "DEPTHNORMALS" Tags {"LightMode" = "DepthNormals"} Cull [_Cull] ZClip [_ZClip] ZWrite [_ZWrite] ZTest [_ZTest] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_depthnormals //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_urp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_depthnormals.hlsl" *LIL_SUBSHADER_INSERT_POST* ENDHLSL } // Universal2D Pass { Name "UNIVERSAL2D" Tags {"LightMode" = "Universal2D"} 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] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_urp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here *LIL_SUBSHADER_INSERT* #include "Includes/lil_pass_universal2d.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_urp.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 "Universal Render Pipeline/Unlit"