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SubShader
{
Tags {*LIL_DOTS_SM_TAGS*}
HLSLINCLUDE
*LIL_DOTS_SM_4_5*
#pragma exclude_renderers d3d11_9x
#pragma fragmentoption ARB_precision_hint_fastest
#define LIL_LITE
#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
#pragma lil_skip_variants_reflections
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 vert
#pragma fragment frag
#pragma lil_multi_compile_forward
//----------------------------------------------------------------------------------------------------------------------
// 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 vert
#pragma fragment frag
#pragma lil_multi_compile_forward
//----------------------------------------------------------------------------------------------------------------------
// 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 vert
#pragma fragment frag
#pragma lil_multi_compile_forward
//----------------------------------------------------------------------------------------------------------------------
// 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"