SubShader { Tags {*LIL_SUBSHADER_TAGS**LIL_DOTS_SM_TAGS*} HLSLINCLUDE #pragma target 4.5 #pragma require geometry #pragma fragmentoption ARB_precision_hint_fastest #define LIL_FUR #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_shadows #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_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 } // Fur Pass { Name "FORWARD_FUR" Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_1*"} Stencil { Ref [_FurStencilRef] ReadMask [_FurStencilReadMask] WriteMask [_FurStencilWriteMask] Comp [_FurStencilComp] Pass [_FurStencilPass] Fail [_FurStencilFail] ZFail [_FurStencilZFail] } Cull [_FurCull] ZClip [_FurZClip] ZWrite [_FurZWrite] ZTest [_FurZTest] ColorMask [_FurColorMask] Offset [_FurOffsetFactor], [_FurOffsetUnits] BlendOp [_FurBlendOp], [_FurBlendOpAlpha] Blend [_FurSrcBlend] [_FurDstBlend], [_FurSrcBlendAlpha] [_FurDstBlendAlpha] AlphaToMask [_FurAlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma geometry geom #pragma fragment frag #pragma lil_multi_compile_forward // Transparent mode #pragma shader_feature_local UNITY_UI_CLIP_RECT // Main #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local _FADING_ON // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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_fur.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_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 // 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_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 // 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_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 // 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_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"