Shader "Hidden/lilToonGem" { Properties { //---------------------------------------------------------------------------------------------------------------------- // Base [lilToggle] _Invisible ("Invisible", Int) = 0 _AsUnlit ("As Unlit", Range(0, 1)) = 0 _Cutoff ("Alpha Cutoff", Range(-0.001,1.001)) = 0.5 _SubpassCutoff ("Subpass Alpha Cutoff", Range(0,1)) = 0.5 [lilToggle] _FlipNormal ("Flip Backface Normal", Int) = 0 [lilToggle] _ShiftBackfaceUV ("Shift Backface UV", Int) = 0 _BackfaceForceShadow ("Backface Force Shadow", Range(0,1)) = 0 [lilHDR] _BackfaceColor ("Color", Color) = (0,0,0,0) _VertexLightStrength ("Vertex Light Strength", Range(0,1)) = 0 _LightMinLimit ("Light Min Limit", Range(0,1)) = 0.05 _LightMaxLimit ("Light Max Limit", Range(0,10)) = 1 _BeforeExposureLimit ("Before Exposure Limit", Float) = 10000 _MonochromeLighting ("Monochrome lighting", Range(0,1)) = 0 _AlphaBoostFA ("Alpha Boost", Range(1,100)) = 10 _lilDirectionalLightStrength ("Directional Light Strength", Range(0,1)) = 1 [lilVec3B] _LightDirectionOverride ("Light Direction Override", Vector) = (0.001,0.002,0.001,0) //---------------------------------------------------------------------------------------------------------------------- // Main [lilHDR] [MainColor] _Color ("Color", Color) = (1,1,1,1) [MainTexture] _MainTex ("Texture", 2D) = "white" {} [lilUVAnim] _MainTex_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilHSVG] _MainTexHSVG ("Hue|Saturation|Value|Gamma", Vector) = (0,1,1,1) _MainGradationStrength ("Gradation Strength", Range(0, 1)) = 0 [NoScaleOffset] _MainGradationTex ("Gradation Map", 2D) = "white" {} [NoScaleOffset] _MainColorAdjustMask ("Adjust Mask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Main2nd [lilToggleLeft] _UseMain2ndTex ("Use Main 2nd", Int) = 0 [lilHDR] _Color2nd ("Color", Color) = (1,1,1,1) _Main2ndTex ("Texture", 2D) = "white" {} [lilEnum] _Main2ndTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0 [lilEnum] _Main2ndTex_Cull ("Cull Mode|Off|Front|Back", Int) = 0 [lilAngle] _Main2ndTexAngle ("Angle", Float) = 0 [lilDecalAnim] _Main2ndTexDecalAnimation ("Animation|X Size|Y Size|Frames|FPS", Vector) = (1,1,1,30) [lilDecalSub] _Main2ndTexDecalSubParam ("Ratio X|Ratio Y|Fix Border", Vector) = (1,1,0,1) [lilToggle] _Main2ndTexIsDecal ("As Decal", Int) = 0 [lilToggle] _Main2ndTexIsLeftOnly ("Left Only", Int) = 0 [lilToggle] _Main2ndTexIsRightOnly ("Right Only", Int) = 0 [lilToggle] _Main2ndTexShouldCopy ("Copy", Int) = 0 [lilToggle] _Main2ndTexShouldFlipMirror ("Flip Mirror", Int) = 0 [lilToggle] _Main2ndTexShouldFlipCopy ("Flip Copy", Int) = 0 [lilToggle] _Main2ndTexIsMSDF ("As MSDF", Int) = 0 [NoScaleOffset] _Main2ndBlendMask ("Mask", 2D) = "white" {} [lilEnum] _Main2ndTexBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 0 _Main2ndEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _Main2ndDissolveMask ("Dissolve Mask", 2D) = "white" {} _Main2ndDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _Main2ndDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _Main2ndDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _Main2ndDissolveColor ("Dissolve Color", Color) = (1,1,1,1) [lilDissolve] _Main2ndDissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1) [lilDissolveP] _Main2ndDissolvePos ("Dissolve Position", Vector) = (0,0,0,0) [lilFFFB] _Main2ndDistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0) //---------------------------------------------------------------------------------------------------------------------- // Main3rd [lilToggleLeft] _UseMain3rdTex ("Use Main 3rd", Int) = 0 [lilHDR] _Color3rd ("Color", Color) = (1,1,1,1) _Main3rdTex ("Texture", 2D) = "white" {} [lilAngle] _Main3rdTexAngle ("Angle", Float) = 0 [lilEnum] _Main3rdTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0 [lilEnum] _Main3rdTex_Cull ("Cull Mode|Off|Front|Back", Int) = 0 [lilDecalAnim] _Main3rdTexDecalAnimation ("Animation|X Size|Y Size|Frames|FPS", Vector) = (1,1,1,30) [lilDecalSub] _Main3rdTexDecalSubParam ("Ratio X|Ratio Y|Fix Border", Vector) = (1,1,0,1) [lilToggle] _Main3rdTexIsDecal ("As Decal", Int) = 0 [lilToggle] _Main3rdTexIsLeftOnly ("Left Only", Int) = 0 [lilToggle] _Main3rdTexIsRightOnly ("Right Only", Int) = 0 [lilToggle] _Main3rdTexShouldCopy ("Copy", Int) = 0 [lilToggle] _Main3rdTexShouldFlipMirror ("Flip Mirror", Int) = 0 [lilToggle] _Main3rdTexShouldFlipCopy ("Flip Copy", Int) = 0 [lilToggle] _Main3rdTexIsMSDF ("As MSDF", Int) = 0 [NoScaleOffset] _Main3rdBlendMask ("Mask", 2D) = "white" {} [lilEnum] _Main3rdTexBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 0 _Main3rdEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _Main3rdDissolveMask ("Dissolve Mask", 2D) = "white" {} _Main3rdDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _Main3rdDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _Main3rdDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _Main3rdDissolveColor ("Dissolve Color", Color) = (1,1,1,1) [lilDissolve] _Main3rdDissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1) [lilDissolveP] _Main3rdDissolvePos ("Dissolve Position", Vector) = (0,0,0,0) [lilFFFB] _Main3rdDistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0) //---------------------------------------------------------------------------------------------------------------------- // Alpha Mask [lilEnumLabel] _AlphaMaskMode ("AlphaMask|", Int) = 0 _AlphaMask ("AlphaMask", 2D) = "white" {} _AlphaMaskScale ("Scale", Float) = 1 _AlphaMaskValue ("Offset", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // NormalMap [lilToggleLeft] _UseBumpMap ("Use Normal Map", Int) = 0 [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // NormalMap 2nd [lilToggleLeft] _UseBump2ndMap ("Use Normal Map 2nd", Int) = 0 [Normal] _Bump2ndMap ("Normal Map", 2D) = "bump" {} [lilEnum] _Bump2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _Bump2ndScale ("Scale", Range(-10,10)) = 1 [NoScaleOffset] _Bump2ndScaleMask ("Mask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Anisotropy [lilToggleLeft] _UseAnisotropy ("Use Anisotropy", Int) = 0 [Normal] _AnisotropyTangentMap ("Tangent Map", 2D) = "bump" {} _AnisotropyScale ("Scale", Range(-1,1)) = 1 [NoScaleOffset] _AnisotropyScaleMask ("Scale Mask", 2D) = "white" {} _AnisotropyTangentWidth ("Tangent Width", Range(0,10)) = 1 _AnisotropyBitangentWidth ("Bitangent Width", Range(0,10)) = 1 _AnisotropyShift ("Shift", Range(-10,10)) = 0 _AnisotropyShiftNoiseScale ("Shift Noise Scale", Range(-1,1)) = 0 _AnisotropySpecularStrength ("Specular Strength", Range(0,10)) = 1 _Anisotropy2ndTangentWidth ("2nd Tangent Width", Range(0,10)) = 1 _Anisotropy2ndBitangentWidth ("2nd Bitangent Width", Range(0,10)) = 1 _Anisotropy2ndShift ("2nd Shift", Range(-10,10)) = 0 _Anisotropy2ndShiftNoiseScale ("2nd Shift Noise Scale", Range(-1,1)) = 0 _Anisotropy2ndSpecularStrength ("2nd Specular Strength", Range(0,10)) = 0 _AnisotropyShiftNoiseMask ("Shift Noise Mask", 2D) = "white" {} [lilToggle] _Anisotropy2Reflection ("Reflection", Int) = 0 [lilToggle] _Anisotropy2MatCap ("MatCap", Int) = 0 [lilToggle] _Anisotropy2MatCap2nd ("MatCap 2nd", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Backlight [lilToggleLeft] _UseBacklight ("Use Backlight", Int) = 0 [lilHDR] _BacklightColor ("Color", Color) = (0.85,0.8,0.7,1.0) [NoScaleOffset] _BacklightColorTex ("Texture", 2D) = "white" {} _BacklightMainStrength ("Blend Main", Range(0, 1)) = 0 _BacklightNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 _BacklightBorder ("Border", Range(0, 1)) = 0.35 _BacklightBlur ("Blur", Range(0, 1)) = 0.05 _BacklightDirectivity ("Directivity", Float) = 5.0 _BacklightViewStrength ("View direction strength", Range(0, 1)) = 1 [lilToggle] _BacklightReceiveShadow ("Receive Shadow", Int) = 1 [lilToggle] _BacklightBackfaceMask ("Backface Mask", Int) = 1 //---------------------------------------------------------------------------------------------------------------------- // Shadow [lilToggleLeft] _UseShadow ("Use Shadow", Int) = 0 _ShadowStrength ("Strength", Range(0, 1)) = 1 [NoScaleOffset] _ShadowStrengthMask ("Strength", 2D) = "white" {} [lilLOD] _ShadowStrengthMaskLOD ("LOD", Range(0, 1)) = 0 [NoScaleOffset] _ShadowBorderMask ("Border", 2D) = "white" {} [lilLOD] _ShadowBorderMaskLOD ("LOD", Range(0, 1)) = 0 [NoScaleOffset] _ShadowBlurMask ("Blur", 2D) = "white" {} [lilLOD] _ShadowBlurMaskLOD ("LOD", Range(0, 1)) = 0 [lilFFFF] _ShadowAOShift ("1st Scale|1st Offset|2nd Scale|2nd Offset", Vector) = (1,0,1,0) [lilFF] _ShadowAOShift2 ("3rd Scale|3rd Offset", Vector) = (1,0,1,0) [lilToggle] _ShadowPostAO ("Post AO", Int) = 0 [lilEnum] _ShadowColorType ("Color Type|Normal|LUT", Int) = 0 _ShadowColor ("Shadow Color", Color) = (0.82,0.76,0.85,1.0) [NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {} _ShadowNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 _ShadowBorder ("Border", Range(0, 1)) = 0.5 _ShadowBlur ("Blur", Range(0, 1)) = 0.1 _ShadowReceive ("Receive Shadow", Range(0, 1)) = 0 _Shadow2ndColor ("2nd Color", Color) = (0.68,0.66,0.79,1) [NoScaleOffset] _Shadow2ndColorTex ("2nd Color", 2D) = "black" {} _Shadow2ndNormalStrength ("2nd Normal Strength", Range(0, 1)) = 1.0 _Shadow2ndBorder ("2nd Border", Range(0, 1)) = 0.15 _Shadow2ndBlur ("2nd Blur", Range(0, 1)) = 0.1 _Shadow2ndReceive ("Receive Shadow", Range(0, 1)) = 0 _Shadow3rdColor ("3rd Color", Color) = (0,0,0,0) [NoScaleOffset] _Shadow3rdColorTex ("3rd Color", 2D) = "black" {} _Shadow3rdNormalStrength ("3rd Normal Strength", Range(0, 1)) = 1.0 _Shadow3rdBorder ("3rd Border", Range(0, 1)) = 0.25 _Shadow3rdBlur ("3rd Blur", Range(0, 1)) = 0.1 _Shadow3rdReceive ("Receive Shadow", Range(0, 1)) = 0 _ShadowBorderColor ("Border Color", Color) = (1,0.1,0,1) _ShadowBorderRange ("Border Range", Range(0, 1)) = 0.08 _ShadowMainStrength ("Contrast", Range(0, 1)) = 0 _ShadowEnvStrength ("Environment Strength", Range(0, 1)) = 0 [lilEnum] _ShadowMaskType ("Mask Type|Strength|Flat", Int) = 0 _ShadowFlatBorder ("Border", Range(-2, 2)) = 1 _ShadowFlatBlur ("Blur", Range(0.001, 2)) = 1 //---------------------------------------------------------------------------------------------------------------------- // Reflection [lilToggleLeft] _UseReflection ("Use Reflection", Int) = 0 // Smoothness _Smoothness ("Smoothness", Range(0, 1)) = 1 [NoScaleOffset] _SmoothnessTex ("Smoothness", 2D) = "white" {} // Metallic [Gamma] _Metallic ("Metallic", Range(0, 1)) = 0 [NoScaleOffset] _MetallicGlossMap ("Metallic", 2D) = "white" {} // Reflectance [Gamma] _Reflectance ("Reflectance", Range(0, 1)) = 0.04 // Reflection _GSAAStrength ("GSAA", Range(0, 1)) = 0 [lilToggle] _ApplySpecular ("Apply Specular", Int) = 1 [lilToggle] _ApplySpecularFA ("Apply Specular in ForwardAdd", Int) = 1 [lilToggle] _SpecularToon ("Specular Toon", Int) = 1 _SpecularNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 _SpecularBorder ("Border", Range(0, 1)) = 0.5 _SpecularBlur ("Blur", Range(0, 1)) = 0.0 [lilToggle] _ApplyReflection ("Apply Reflection", Int) = 0 _ReflectionNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 [lilHDR] _ReflectionColor ("Color", Color) = (1,1,1,1) [NoScaleOffset] _ReflectionColorTex ("Color", 2D) = "white" {} [lilToggle] _ReflectionApplyTransparency ("Apply Transparency", Int) = 1 [NoScaleOffset] _ReflectionCubeTex ("Cubemap Fallback", Cube) = "black" {} [lilHDR] _ReflectionCubeColor ("Color", Color) = (0,0,0,1) [lilToggle] _ReflectionCubeOverride ("Override", Int) = 0 _ReflectionCubeEnableLighting ("Enable Lighting", Range(0, 1)) = 1 [lilEnum] _ReflectionBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1 //---------------------------------------------------------------------------------------------------------------------- // MatCap [lilToggleLeft] _UseMatCap ("Use MatCap", Int) = 0 [lilHDR] _MatCapColor ("Color", Color) = (1,1,1,1) _MatCapTex ("Texture", 2D) = "white" {} _MatCapMainStrength ("Blend Main", Range(0, 1)) = 0 [lilVec2R] _MatCapBlendUV1 ("Blend UV1", Vector) = (0,0,0,0) [lilToggle] _MatCapZRotCancel ("Z-axis rotation cancellation", Int) = 1 [lilToggle] _MatCapPerspective ("Fix Perspective", Int) = 1 _MatCapVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1 _MatCapBlend ("Blend", Range(0, 1)) = 1 [NoScaleOffset] _MatCapBlendMask ("Mask", 2D) = "white" {} _MatCapEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _MatCapShadowMask ("Shadow Mask", Range(0, 1)) = 0 [lilToggle] _MatCapBackfaceMask ("Backface Mask", Int) = 0 _MatCapLod ("Blur", Range(0, 10)) = 0 [lilEnum] _MatCapBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1 [lilToggle] _MatCapApplyTransparency ("Apply Transparency", Int) = 1 _MatCapNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 [lilToggle] _MatCapCustomNormal ("MatCap Custom Normal Map", Int) = 0 [Normal] _MatCapBumpMap ("Normal Map", 2D) = "bump" {} _MatCapBumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // MatCap 2nd [lilToggleLeft] _UseMatCap2nd ("Use MatCap 2nd", Int) = 0 [lilHDR] _MatCap2ndColor ("Color", Color) = (1,1,1,1) _MatCap2ndTex ("Texture", 2D) = "white" {} _MatCap2ndMainStrength ("Blend Main", Range(0, 1)) = 0 [lilVec2R] _MatCap2ndBlendUV1 ("Blend UV1", Vector) = (0,0,0,0) [lilToggle] _MatCap2ndZRotCancel ("Z-axis rotation cancellation", Int) = 1 [lilToggle] _MatCap2ndPerspective ("Fix Perspective", Int) = 1 _MatCap2ndVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1 _MatCap2ndBlend ("Blend", Range(0, 1)) = 1 [NoScaleOffset] _MatCap2ndBlendMask ("Mask", 2D) = "white" {} _MatCap2ndEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _MatCap2ndShadowMask ("Shadow Mask", Range(0, 1)) = 0 [lilToggle] _MatCap2ndBackfaceMask ("Backface Mask", Int) = 0 _MatCap2ndLod ("Blur", Range(0, 10)) = 0 [lilEnum] _MatCap2ndBlendMode ("Blend Mode|Normal|Add|Screen|Multiply", Int) = 1 [lilToggle] _MatCap2ndApplyTransparency ("Apply Transparency", Int) = 1 _MatCap2ndNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 [lilToggle] _MatCap2ndCustomNormal ("MatCap Custom Normal Map", Int) = 0 [Normal] _MatCap2ndBumpMap ("Normal Map", 2D) = "bump" {} _MatCap2ndBumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // Rim [lilToggleLeft] _UseRim ("Use Rim", Int) = 0 [lilHDR] _RimColor ("Color", Color) = (0.66,0.5,0.48,1) [NoScaleOffset] _RimColorTex ("Texture", 2D) = "white" {} _RimMainStrength ("Blend Main", Range(0, 1)) = 0 _RimNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 _RimBorder ("Border", Range(0, 1)) = 0.5 _RimBlur ("Blur", Range(0, 1)) = 0.65 [PowerSlider(3.0)]_RimFresnelPower ("Fresnel Power", Range(0.01, 50)) = 3.5 _RimEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _RimShadowMask ("Shadow Mask", Range(0, 1)) = 0.5 [lilToggle] _RimBackfaceMask ("Backface Mask", Int) = 1 _RimVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1 [lilToggle] _RimApplyTransparency ("Apply Transparency", Int) = 1 _RimDirStrength ("Light direction strength", Range(0, 1)) = 0 _RimDirRange ("Direction range", Range(-1, 1)) = 0 _RimIndirRange ("Indirection range", Range(-1, 1)) = 0 [lilHDR] _RimIndirColor ("Indirection Color", Color) = (1,1,1,1) _RimIndirBorder ("Indirection Border", Range(0, 1)) = 0.5 _RimIndirBlur ("Indirection Blur", Range(0, 1)) = 0.1 //---------------------------------------------------------------------------------------------------------------------- // Glitter [lilToggleLeft] _UseGlitter ("Use Glitter", Int) = 0 [lilEnum] _GlitterUVMode ("UV Mode|UV0|UV1", Int) = 0 [lilHDR] _GlitterColor ("Color", Color) = (1,1,1,1) _GlitterColorTex ("Texture", 2D) = "white" {} [lilEnum] _GlitterColorTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _GlitterMainStrength ("Main Color Strength", Range(0, 1)) = 0 _GlitterNormalStrength ("Normal Strength", Range(0, 1)) = 1.0 _GlitterScaleRandomize ("Scale Randomize", Range(0, 1)) = 0 [lilToggle] _GlitterApplyShape ("Apply Shape", Int) = 0 _GlitterShapeTex ("Texture", 2D) = "white" {} [lilVec2] _GlitterAtras ("Atras", Vector) = (1,1,0,0) [lilToggle] _GlitterAngleRandomize ("Angle Randomize", Int) = 0 [lilGlitParam1] _GlitterParams1 ("Tiling|Particle Size|Contrast", Vector) = (256,256,0.16,50) [lilGlitParam2] _GlitterParams2 ("Blink Speed|Angle|Blend Light Direction|Color Randomness", Vector) = (0.25,0,0,0) _GlitterPostContrast ("Post Contrast", Float) = 1 _GlitterSensitivity ("Sensitivity", Float) = 0.25 _GlitterEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _GlitterShadowMask ("Shadow Mask", Range(0, 1)) = 0 [lilToggle] _GlitterBackfaceMask ("Backface Mask", Int) = 0 [lilToggle] _GlitterApplyTransparency ("Apply Transparency", Int) = 1 _GlitterVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // Emmision [lilToggleLeft] _UseEmission ("Use Emission", Int) = 0 [HDR][lilHDR] _EmissionColor ("Color", Color) = (1,1,1,1) _EmissionMap ("Texture", 2D) = "white" {} [lilUVAnim] _EmissionMap_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilEnum] _EmissionMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0 _EmissionMainStrength ("Main Color Strength", Range(0, 1)) = 0 _EmissionBlend ("Blend", Range(0,1)) = 1 _EmissionBlendMask ("Mask", 2D) = "white" {} [lilUVAnim] _EmissionBlendMask_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilBlink] _EmissionBlink ("Blink Strength|Blink Type|Blink Speed|Blink Offset", Vector) = (0,0,3.141593,0) [lilToggle] _EmissionUseGrad ("Use Gradation", Int) = 0 [NoScaleOffset] _EmissionGradTex ("Gradation Texture", 2D) = "white" {} _EmissionGradSpeed ("Gradation Speed", Float) = 1 _EmissionParallaxDepth ("Parallax Depth", float) = 0 _EmissionFluorescence ("Fluorescence", Range(0,1)) = 0 // Gradation [HideInInspector] _egci ("", Int) = 2 [HideInInspector] _egai ("", Int) = 2 [HideInInspector] _egc0 ("", Color) = (1,1,1,0) [HideInInspector] _egc1 ("", Color) = (1,1,1,1) [HideInInspector] _egc2 ("", Color) = (1,1,1,0) [HideInInspector] _egc3 ("", Color) = (1,1,1,0) [HideInInspector] _egc4 ("", Color) = (1,1,1,0) [HideInInspector] _egc5 ("", Color) = (1,1,1,0) [HideInInspector] _egc6 ("", Color) = (1,1,1,0) [HideInInspector] _egc7 ("", Color) = (1,1,1,0) [HideInInspector] _ega0 ("", Color) = (1,0,0,0) [HideInInspector] _ega1 ("", Color) = (1,0,0,1) [HideInInspector] _ega2 ("", Color) = (1,0,0,0) [HideInInspector] _ega3 ("", Color) = (1,0,0,0) [HideInInspector] _ega4 ("", Color) = (1,0,0,0) [HideInInspector] _ega5 ("", Color) = (1,0,0,0) [HideInInspector] _ega6 ("", Color) = (1,0,0,0) [HideInInspector] _ega7 ("", Color) = (1,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Emmision2nd [lilToggleLeft] _UseEmission2nd ("Use Emission 2nd", Int) = 0 [HDR][lilHDR] _Emission2ndColor ("Color", Color) = (1,1,1,1) _Emission2ndMap ("Texture", 2D) = "white" {} [lilUVAnim] _Emission2ndMap_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilEnum] _Emission2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0 _Emission2ndMainStrength ("Main Color Strength", Range(0, 1)) = 0 _Emission2ndBlend ("Blend", Range(0,1)) = 1 _Emission2ndBlendMask ("Mask", 2D) = "white" {} [lilUVAnim] _Emission2ndBlendMask_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilBlink] _Emission2ndBlink ("Blink Strength|Blink Type|Blink Speed|Blink Offset", Vector) = (0,0,3.141593,0) [lilToggle] _Emission2ndUseGrad ("Use Gradation", Int) = 0 [NoScaleOffset] _Emission2ndGradTex ("Gradation Texture", 2D) = "white" {} _Emission2ndGradSpeed ("Gradation Speed", Float) = 1 _Emission2ndParallaxDepth ("Parallax Depth", float) = 0 _Emission2ndFluorescence ("Fluorescence", Range(0,1)) = 0 // Gradation [HideInInspector] _e2gci ("", Int) = 2 [HideInInspector] _e2gai ("", Int) = 2 [HideInInspector] _e2gc0 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc1 ("", Color) = (1,1,1,1) [HideInInspector] _e2gc2 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc3 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc4 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc5 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc6 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc7 ("", Color) = (1,1,1,0) [HideInInspector] _e2ga0 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga1 ("", Color) = (1,0,0,1) [HideInInspector] _e2ga2 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga3 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga4 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga5 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga6 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga7 ("", Color) = (1,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Parallax [lilToggleLeft] _UseParallax ("Use Parallax", Int) = 0 [lilToggle] _UsePOM ("Use POM", Int) = 0 [NoScaleOffset] _ParallaxMap ("Parallax Map", 2D) = "gray" {} _Parallax ("Parallax Scale", float) = 0.02 _ParallaxOffset ("Parallax Offset", float) = 0.5 //---------------------------------------------------------------------------------------------------------------------- // Distance Fade [lilHDR] _DistanceFadeColor ("Color", Color) = (0,0,0,1) [lilFFFB] _DistanceFade ("Start|End|Strength|Fix backface", Vector) = (0.1,0.01,0,0) //---------------------------------------------------------------------------------------------------------------------- // AudioLink [lilToggleLeft] _UseAudioLink ("Use AudioLink", Int) = 0 [lilFRFR] _AudioLinkDefaultValue ("Strength|Blink Strength|Blink Speed|Blink Threshold", Vector) = (0.0,0.0,2.0,0.75) [lilEnum] _AudioLinkUVMode ("UV Mode|None|Rim|UV|Mask|Mask Spectrum|Position", Int) = 1 [lilALUVParams] _AudioLinkUVParams ("Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125) [lilVec3] _AudioLinkStart ("Start Position", Vector) = (0.0,0.0,0.0,0.0) [NoScaleOffset] _AudioLinkMask ("Mask", 2D) = "blue" {} [lilToggle] _AudioLink2Main2nd ("Main 2nd", Int) = 0 [lilToggle] _AudioLink2Main3rd ("Main 3rd", Int) = 0 [lilToggle] _AudioLink2Emission ("Emission", Int) = 0 [lilToggle] _AudioLink2EmissionGrad ("Emission Grad", Int) = 0 [lilToggle] _AudioLink2Emission2nd ("Emission 2nd", Int) = 0 [lilToggle] _AudioLink2Emission2ndGrad ("Emission 2nd Grad", Int) = 0 [lilToggle] _AudioLink2Vertex ("Vertex", Int) = 0 [lilEnum] _AudioLinkVertexUVMode ("UV Mode|None|Position|UV|Mask", Int) = 1 [lilALUVParams] _AudioLinkVertexUVParams ("Scale|Offset|Angle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125) [lilVec3] _AudioLinkVertexStart ("Start Position", Vector) = (0.0,0.0,0.0,0.0) [lilVec3Float] _AudioLinkVertexStrength ("Moving Vector|Normal Strength", Vector) = (0.0,0.0,0.0,1.0) [lilToggle] _AudioLinkAsLocal ("As Local", Int) = 0 [NoScaleOffset] _AudioLinkLocalMap ("Local Map", 2D) = "black" {} [lilALLocal] _AudioLinkLocalMapParams ("BPM|Notes|Offset", Vector) = (120,1,0,0) //---------------------------------------------------------------------------------------------------------------------- // Dissolve _DissolveMask ("Dissolve Mask", 2D) = "white" {} _DissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _DissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _DissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _DissolveColor ("Dissolve Color", Color) = (1,1,1,1) [lilDissolve] _DissolveParams ("Dissolve Mode|None|Alpha|UV|Position|Dissolve Shape|Point|Line|Border|Blur", Vector) = (0,0,0.5,0.1) [lilDissolveP] _DissolvePos ("Dissolve Position", Vector) = (0,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Encryption [lilToggle] _IgnoreEncryption ("Ignore Encryption", Int) = 0 _Keys ("Keys", Vector) = (0,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Outline [lilHDR] _OutlineColor ("Outline Color", Color) = (0.6,0.56,0.73,1) _OutlineTex ("Texture", 2D) = "white" {} [lilUVAnim] _OutlineTex_ScrollRotate ("Angle|UV Animation|Scroll|Rotate", Vector) = (0,0,0,0) [lilHSVG] _OutlineTexHSVG ("Hue|Saturation|Value|Gamma", Vector) = (0,1,1,1) [lilHDR] _OutlineLitColor ("Lit Color", Color) = (1.0,0.2,0,0) [lilToggle] _OutlineLitApplyTex ("Apply Tex", Int) = 0 _OutlineLitScale ("Scale", Float) = 10 _OutlineLitOffset ("Offset", Float) = -8 [lilToggle] _OutlineLitShadowReceive ("Receive Shadow", Int) = 0 [lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.08 [NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {} _OutlineFixWidth ("Fix Width", Range(0,1)) = 0.5 [lilEnum] _OutlineVertexR2Width ("Vertex Color|None|R|RGBA", Int) = 0 [lilToggle] _OutlineDeleteMesh ("Delete Mesh", Int) = 0 [NoScaleOffset][Normal] _OutlineVectorTex ("Vector", 2D) = "bump" {} [lilEnum] _OutlineVectorUVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _OutlineVectorScale ("Vector scale", Range(-10,10)) = 1 _OutlineEnableLighting ("Enable Lighting", Range(0, 1)) = 1 _OutlineZBias ("Z Bias", Float) = 0 [lilToggle] _OutlineDisableInVR ("Disable in VR", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Tessellation _TessEdge ("Tessellation Edge", Range(1, 100)) = 10 _TessStrength ("Tessellation Strength", Range(0, 1)) = 0.5 _TessShrink ("Tessellation Shrink", Range(0, 1)) = 0.0 [IntRange] _TessFactorMax ("Tessellation Max", Range(1, 8)) = 3 //---------------------------------------------------------------------------------------------------------------------- // For Multi [lilToggleLeft] _UseOutline ("Use Outline", Int) = 0 [lilEnum] _TransparentMode ("Rendering Mode|Opaque|Cutout|Transparent|Refraction|Fur|FurCutout|Gem", Int) = 0 [lilToggle] _UseClippingCanceller ("Use Clipping Canceller", Int) = 0 [lilToggle] _AsOverlay ("As Overlay", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Save (Unused) [HideInInspector] _BaseColor ("Color", Color) = (1,1,1,1) [HideInInspector] _BaseMap ("Texture", 2D) = "white" {} [HideInInspector] _BaseColorMap ("Texture", 2D) = "white" {} [HideInInspector] _lilToonVersion ("Version", Int) = 32 //---------------------------------------------------------------------------------------------------------------------- // Advanced [lilEnum] _Cull ("Cull Mode|Off|Front|Back", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("DstBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("SrcBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("DstBlendAlpha", Int) = 10 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("BlendOp", Int) = 0 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha ("BlendOpAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFA ("ForwardAdd SrcBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFA ("ForwardAdd DstBlend", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlphaFA ("ForwardAdd SrcBlendAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlphaFA ("ForwardAdd DstBlendAlpha", Int) = 1 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpFA ("ForwardAdd BlendOp", Int) = 4 [Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlphaFA ("ForwardAdd BlendOpAlpha", Int) = 4 [lilToggle] _ZClip ("ZClip", Int) = 1 [lilToggle] _ZWrite ("ZWrite", Int) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4 [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0 [IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255 [IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Compare Function", Float) = 8 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("Stencil Pass", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Float) = 0 _OffsetFactor ("Offset Factor", Float) = 0 _OffsetUnits ("Offset Units", Float) = 0 [lilColorMask] _ColorMask ("Color Mask", Int) = 15 [lilToggle] _AlphaToMask ("AlphaToMask", Int) = 0 _lilShadowCasterBias ("Shadow Caster Bias", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // Refraction _RefractionStrength ("Refraction Strength", Range(-1,1)) = 0.5 [PowerSlider(3.0)]_RefractionFresnelPower ("Refraction Fresnel Power", Range(0.01, 10)) = 1.0 //---------------------------------------------------------------------------------------------------------------------- //Gem _GemChromaticAberration ("Chromatic Aberration", Range(0, 1)) = 0.02 _GemEnvContrast ("Environment Contrast", Float) = 2.0 [lilHDR] _GemEnvColor ("Environment Color", Color) = (1,1,1,1) _GemParticleLoop ("Particle Loop", Float) = 8 [lilHDR] _GemParticleColor ("Particle Color", Color) = (4,4,4,1) _GemVRParallaxStrength ("VR Parallax Strength", Range(0, 1)) = 1 } HLSLINCLUDE #define LIL_RENDER 2 ENDHLSL SubShader { Tags {"RenderType" = "Opaque" "Queue" = "Transparent-100"} HLSLINCLUDE #define LIL_FEATURE_ANIMATE_MAIN_UV #define LIL_FEATURE_MAIN_TONE_CORRECTION #define LIL_FEATURE_MAIN_GRADATION_MAP #define LIL_FEATURE_MAIN2ND #define LIL_FEATURE_MAIN3RD #define LIL_FEATURE_DECAL #define LIL_FEATURE_ANIMATE_DECAL #define LIL_FEATURE_LAYER_DISSOLVE #define LIL_FEATURE_ALPHAMASK #define LIL_FEATURE_SHADOW #define LIL_FEATURE_RECEIVE_SHADOW #define LIL_FEATURE_SHADOW_3RD #define LIL_FEATURE_SHADOW_LUT #define LIL_FEATURE_EMISSION_1ST #define LIL_FEATURE_EMISSION_2ND #define LIL_FEATURE_ANIMATE_EMISSION_UV #define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV #define LIL_FEATURE_EMISSION_GRADATION #define LIL_FEATURE_NORMAL_1ST #define LIL_FEATURE_NORMAL_2ND #define LIL_FEATURE_ANISOTROPY #define LIL_FEATURE_REFLECTION #define LIL_FEATURE_MATCAP #define LIL_FEATURE_MATCAP_2ND #define LIL_FEATURE_RIMLIGHT #define LIL_FEATURE_RIMLIGHT_DIRECTION #define LIL_FEATURE_GLITTER #define LIL_FEATURE_BACKLIGHT #define LIL_FEATURE_PARALLAX #define LIL_FEATURE_POM #define LIL_FEATURE_DISTANCE_FADE #define LIL_FEATURE_AUDIOLINK #define LIL_FEATURE_AUDIOLINK_VERTEX #define LIL_FEATURE_AUDIOLINK_LOCAL #define LIL_FEATURE_DISSOLVE #define LIL_FEATURE_OUTLINE_TONE_CORRECTION #define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW #define LIL_FEATURE_ANIMATE_OUTLINE_UV #define LIL_FEATURE_FUR_COLLISION #define LIL_FEATURE_MainGradationTex #define LIL_FEATURE_MainColorAdjustMask #define LIL_FEATURE_Main2ndTex #define LIL_FEATURE_Main2ndBlendMask #define LIL_FEATURE_Main2ndDissolveMask #define LIL_FEATURE_Main2ndDissolveNoiseMask #define LIL_FEATURE_Main3rdTex #define LIL_FEATURE_Main3rdBlendMask #define LIL_FEATURE_Main3rdDissolveMask #define LIL_FEATURE_Main3rdDissolveNoiseMask #define LIL_FEATURE_AlphaMask #define LIL_FEATURE_BumpMap #define LIL_FEATURE_Bump2ndMap #define LIL_FEATURE_Bump2ndScaleMask #define LIL_FEATURE_AnisotropyTangentMap #define LIL_FEATURE_AnisotropyScaleMask #define LIL_FEATURE_AnisotropyShiftNoiseMask #define LIL_FEATURE_ShadowBorderMask #define LIL_FEATURE_ShadowBlurMask #define LIL_FEATURE_ShadowStrengthMask #define LIL_FEATURE_ShadowColorTex #define LIL_FEATURE_Shadow2ndColorTex #define LIL_FEATURE_Shadow3rdColorTex #define LIL_FEATURE_BacklightColorTex #define LIL_FEATURE_SmoothnessTex #define LIL_FEATURE_MetallicGlossMap #define LIL_FEATURE_ReflectionColorTex #define LIL_FEATURE_ReflectionCubeTex #define LIL_FEATURE_MatCapTex #define LIL_FEATURE_MatCapBlendMask #define LIL_FEATURE_MatCapBumpMap #define LIL_FEATURE_MatCap2ndTex #define LIL_FEATURE_MatCap2ndBlendMask #define LIL_FEATURE_MatCap2ndBumpMap #define LIL_FEATURE_RimColorTex #define LIL_FEATURE_GlitterColorTex #define LIL_FEATURE_GlitterShapeTex #define LIL_FEATURE_EmissionMap #define LIL_FEATURE_EmissionBlendMask #define LIL_FEATURE_EmissionGradTex #define LIL_FEATURE_Emission2ndMap #define LIL_FEATURE_Emission2ndBlendMask #define LIL_FEATURE_Emission2ndGradTex #define LIL_FEATURE_ParallaxMap #define LIL_FEATURE_AudioLinkMask #define LIL_FEATURE_AudioLinkLocalMap #define LIL_FEATURE_DissolveMask #define LIL_FEATURE_DissolveNoiseMask #define LIL_FEATURE_OutlineTex #define LIL_FEATURE_OutlineWidthMask #define LIL_FEATURE_OutlineVectorTex #define LIL_FEATURE_FurNoiseMask #define LIL_FEATURE_FurMask #define LIL_FEATURE_FurLengthMask #define LIL_FEATURE_FurVectorTex #define LIL_OPTIMIZE_APPLY_SHADOW_FA #define LIL_OPTIMIZE_USE_FORWARDADD #define LIL_OPTIMIZE_USE_VERTEXLIGHT #pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_GEM #pragma skip_variants SHADOWS_SCREEN _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHT_SHADOWS SCREEN_SPACE_SHADOWS_ON SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH #pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS #pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma skip_variants _SCREEN_SPACE_OCCLUSION ENDHLSL GrabPass {"_lilBackgroundTexture"} // Forward Pre Pass { Name "FORWARD_PRE" Stencil { Ref [_StencilRef] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] Comp [_StencilComp] Pass [_StencilPass] Fail [_StencilFail] ZFail [_StencilZFail] } Cull [_Cull] ZWrite [_ZWrite] Blend One Zero, Zero One AlphaToMask [_AlphaToMask] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing //---------------------------------------------------------------------------------------------------------------------- // Pass #define LIL_GEM_PRE #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here #include "Includes/lil_pass_forward_gem.hlsl" ENDHLSL } // Forward Pass { Name "FORWARD" Tags {"LightMode" = "ForwardBase"} 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 multi_compile_fwdbase #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_instancing #define LIL_PASS_FORWARD //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here #include "Includes/lil_pass_forward_gem.hlsl" ENDHLSL } // ShadowCaster Pass { Name "SHADOW_CASTER" Tags {"LightMode" = "ShadowCaster"} Offset 1, 1 Cull [_Cull] HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #define LIL_PASS_SHADOWCASTER //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here #include "Includes/lil_pass_shadowcaster.hlsl" ENDHLSL } // Meta Pass { Name "META" Tags {"LightMode" = "Meta"} Cull Off HLSLPROGRAM //---------------------------------------------------------------------------------------------------------------------- // Build Option #pragma vertex vert #pragma fragment frag #pragma shader_feature EDITOR_VISUALIZATION #define LIL_PASS_META //---------------------------------------------------------------------------------------------------------------------- // Pass #include "Includes/lil_pipeline_brp.hlsl" #include "Includes/lil_common.hlsl" // Insert functions and includes that depend on Unity here #include "Includes/lil_pass_meta.hlsl" ENDHLSL } } Fallback "Unlit/Texture" CustomEditor "lilToon.lilToonInspector" }