279 lines
9.5 KiB
Plaintext
279 lines
9.5 KiB
Plaintext
SubShader
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{
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Tags {*LIL_DOTS_SM_TAGS*}
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HLSLINCLUDE
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*LIL_SHADER_SETTING*
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*LIL_DOTS_SM_4_5_OR_3_5*
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#pragma fragmentoption ARB_precision_hint_fastest
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#pragma lil_skip_variants_decals
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#pragma lil_skip_variants_addlightshadows
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#pragma lil_skip_variants_probevolumes
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#pragma lil_skip_variants_ao
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ENDHLSL
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*LIL_INSERT_PASS_PRE*
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// Forward
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Pass
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{
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Name "FORWARD"
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Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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AlphaToMask [_AlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_forward
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#pragma lil_skip_variants_base_shadows
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_forward.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// Forward Outline
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Pass
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{
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Name "FORWARD_OUTLINE"
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Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_1*"}
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Stencil
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{
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Ref [_OutlineStencilRef]
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ReadMask [_OutlineStencilReadMask]
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WriteMask [_OutlineStencilWriteMask]
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Comp [_OutlineStencilComp]
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Pass [_OutlineStencilPass]
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Fail [_OutlineStencilFail]
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ZFail [_OutlineStencilZFail]
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}
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Cull [_OutlineCull]
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ZClip [_OutlineZClip]
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ZWrite [_OutlineZWrite]
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ZTest [_OutlineZTest]
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ColorMask [_OutlineColorMask]
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Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
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BlendOp [_OutlineBlendOp], [_OutlineBlendOpAlpha]
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Blend [_OutlineSrcBlend] [_OutlineDstBlend], [_OutlineSrcBlendAlpha] [_OutlineDstBlendAlpha]
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AlphaToMask [_OutlineAlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_forward
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#pragma lil_skip_variants_outline_shadows
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#define LIL_OUTLINE
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_forward.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// ShadowCaster
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Pass
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{
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Name "SHADOW_CASTER"
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Tags {"LightMode" = "ShadowCaster"}
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Cull [_Cull]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_shadowcaster
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_shadowcaster.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// DepthOnly
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Pass
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{
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Name "DEPTHONLY"
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Tags {"LightMode" = "DepthOnly"}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_depthonly
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_depthonly.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// DepthNormals
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Pass
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{
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Name "DEPTHNORMALS"
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Tags {"LightMode" = "DepthNormals"}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_depthnormals
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_depthnormals.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// Universal2D
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Pass
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{
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Name "UNIVERSAL2D"
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Tags {"LightMode" = "Universal2D"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_universal2d.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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// Meta
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Pass
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{
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Name "META"
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Tags {"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma lil_multi_compile_meta
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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*LIL_SUBSHADER_INSERT*
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#include "Includes/lil_pass_meta.hlsl"
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*LIL_SUBSHADER_INSERT_POST*
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ENDHLSL
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}
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*LIL_INSERT_PASS_POST*
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}
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Fallback "Universal Render Pipeline/Unlit" |