SubShader { Tags {*LIL_SUBSHADER_TAGS*} HLSLINCLUDE #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #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 #define LIL_MULTI_INPUTS_OUTLINE #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 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 // Transparent mode #pragma shader_feature_local UNITY_UI_ALPHACLIP #pragma shader_feature_local UNITY_UI_CLIP_RECT // 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_lwrp.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_1*"} 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 [_AlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma lil_multi_compile_forward // Transparent mode #pragma shader_feature_local UNITY_UI_ALPHACLIP #pragma shader_feature_local UNITY_UI_CLIP_RECT // Outline #pragma shader_feature_local _DETAIL_MULX2 // 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 #define LIL_OUTLINE #include "Includes/lil_pipeline_lwrp.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 // Transparent mode #pragma shader_feature_local UNITY_UI_ALPHACLIP #pragma shader_feature_local UNITY_UI_CLIP_RECT // 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_lwrp.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 // Transparent mode #pragma shader_feature_local UNITY_UI_ALPHACLIP #pragma shader_feature_local UNITY_UI_CLIP_RECT // 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_lwrp.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 } // Lightweight2D Pass { Name "LIGHTWEIGHT2D" Tags {"LightMode" = "Lightweight2D"} 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_lwrp.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 // 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_lwrp.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 "Lightweight Render Pipeline/Unlit"