Shader "Hidden/ltspass_lite_transparent"
{
    Properties
    {
        //----------------------------------------------------------------------------------------------------------------------
        // Base
        [lilToggle]     _Invisible                  ("sInvisible", Int) = 0
                        _AsUnlit                    ("sAsUnlit", Range(0, 1)) = 0
                        _Cutoff                     ("sCutoff", Range(-0.001,1.001)) = 0.5
                        _SubpassCutoff              ("sSubpassCutoff", Range(0,1)) = 0.5
        [lilToggle]     _FlipNormal                 ("sFlipBackfaceNormal", Int) = 0
        [lilToggle]     _ShiftBackfaceUV            ("sShiftBackfaceUV", Int) = 0
                        _BackfaceForceShadow        ("sBackfaceForceShadow", Range(0,1)) = 0
                        _VertexLightStrength        ("sVertexLightStrength", Range(0,1)) = 0
                        _LightMinLimit              ("sLightMinLimit", Range(0,1)) = 0.05
                        _LightMaxLimit              ("sLightMaxLimit", Range(0,10)) = 1
                        _BeforeExposureLimit        ("sBeforeExposureLimit", Float) = 10000
                        _MonochromeLighting         ("sMonochromeLighting", Range(0,1)) = 0
                        _AlphaBoostFA               ("sAlphaBoostFA", Range(1,100)) = 10
                        _lilDirectionalLightStrength ("sDirectionalLightStrength", Range(0,1)) = 1
        [lilVec3B]      _LightDirectionOverride     ("sLightDirectionOverrides", Vector) = (0.001,0.002,0.001,0)
                        _AAStrength                 ("sAAShading", Range(0, 1)) = 1
        [NoScaleOffset] _TriMask                    ("TriMask", 2D) = "white" {}

        //----------------------------------------------------------------------------------------------------------------------
        // Main
        [lilHDR] [MainColor] _Color                 ("sColor", Color) = (1,1,1,1)
        [MainTexture]   _MainTex                    ("Texture", 2D) = "white" {}
        [lilUVAnim]     _MainTex_ScrollRotate       ("sScrollRotates", Vector) = (0,0,0,0)

        //----------------------------------------------------------------------------------------------------------------------
        // Shadow
        [lilToggleLeft] _UseShadow                  ("sShadow", Int) = 0
                        _ShadowBorder               ("sBorder", Range(0, 1)) = 0.5
                        _ShadowBlur                 ("sBlur", Range(0, 1)) = 0.1
        [NoScaleOffset] _ShadowColorTex             ("Shadow Color", 2D) = "black" {}
                        _Shadow2ndBorder            ("sBorder", Range(0, 1)) = 0.5
                        _Shadow2ndBlur              ("sBlur", Range(0, 1)) = 0.3
        [NoScaleOffset] _Shadow2ndColorTex          ("Shadow 2nd Color", 2D) = "black" {}
                        _ShadowEnvStrength          ("sShadowEnvStrength", Range(0, 1)) = 0
                        _ShadowBorderColor          ("sShadowBorderColor", Color) = (1,0,0,1)
                        _ShadowBorderRange          ("sShadowBorderRange", Range(0, 1)) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // MatCap
        [lilToggleLeft] _UseMatCap                  ("sMatCap", Int) = 0
                        _MatCapTex                  ("Texture", 2D) = "white" {}
        [lilVec2R]      _MatCapBlendUV1             ("sBlendUV1", Vector) = (0,0,0,0)
        [lilToggle]     _MatCapZRotCancel           ("sMatCapZRotCancel", Int) = 1
        [lilToggle]     _MatCapPerspective          ("sFixPerspective", Int) = 1
                        _MatCapVRParallaxStrength   ("sVRParallaxStrength", Range(0, 1)) = 1
        [lilToggle]     _MatCapMul                  ("Multiply", Int) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // Rim
        [lilToggleLeft] _UseRim                     ("sRimLight", Int) = 0
        [lilHDR]        _RimColor                   ("sColor", Color) = (1,1,1,1)
                        _RimBorder                  ("sBorder", Range(0, 1)) = 0.5
                        _RimBlur                    ("sBlur", Range(0, 1)) = 0.1
        [PowerSlider(3.0)]_RimFresnelPower          ("sFresnelPower", Range(0.01, 50)) = 3.0
                        _RimShadowMask              ("sShadowMask", Range(0, 1)) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // Emmision
        [lilToggleLeft] _UseEmission                ("Use Emission", Int) = 0
        [HDR][lilHDR]   _EmissionColor              ("sColor", Color) = (1,1,1,1)
                        _EmissionMap                ("Texture", 2D) = "white" {}
        [lilUVAnim]     _EmissionMap_ScrollRotate   ("sScrollRotates", Vector) = (0,0,0,0)
        [lilEnum]       _EmissionMap_UVMode         ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0
        [lilBlink]      _EmissionBlink              ("sBlinkSettings", Vector) = (0,0,3.141593,0)

        //----------------------------------------------------------------------------------------------------------------------
        // Outline
        [lilHDR]        _OutlineColor               ("sColor", Color) = (0.8,0.85,0.9,1)
                        _OutlineTex                 ("Texture", 2D) = "white" {}
        [lilUVAnim]     _OutlineTex_ScrollRotate    ("sScrollRotates", Vector) = (0,0,0,0)
        [lilOLWidth]    _OutlineWidth               ("Width", Range(0,1)) = 0.05
        [NoScaleOffset] _OutlineWidthMask           ("Width", 2D) = "white" {}
                        _OutlineFixWidth            ("sFixWidth", Range(0,1)) = 1
        [lilEnum]       _OutlineVertexR2Width       ("sOutlineVertexColorUsages", Int) = 0
        [lilToggle]     _OutlineDeleteMesh          ("sDeleteMesh0", Int) = 0
                        _OutlineEnableLighting      ("sEnableLighting", Range(0, 1)) = 1
                        _OutlineZBias               ("Z Bias", Float) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // Save (Unused)
        [HideInInspector]                               _BaseColor          ("sColor", Color) = (1,1,1,1)
        [HideInInspector]                               _BaseMap            ("Texture", 2D) = "white" {}
        [HideInInspector]                               _BaseColorMap       ("Texture", 2D) = "white" {}
        [HideInInspector]                               _lilToonVersion     ("Version", Int) = 45

        //----------------------------------------------------------------------------------------------------------------------
        // Advanced
        [lilEnum]                                       _Cull               ("Cull Mode|Off|Front|Back", Int) = 2
        [Enum(UnityEngine.Rendering.BlendMode)]         _SrcBlend           ("sSrcBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _DstBlend           ("sDstBlendRGB", Int) = 10
        [Enum(UnityEngine.Rendering.BlendMode)]         _SrcBlendAlpha      ("sSrcBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _DstBlendAlpha      ("sDstBlendAlpha", Int) = 10
        [Enum(UnityEngine.Rendering.BlendOp)]           _BlendOp            ("sBlendOpRGB", Int) = 0
        [Enum(UnityEngine.Rendering.BlendOp)]           _BlendOpAlpha       ("sBlendOpAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _SrcBlendFA         ("sSrcBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _DstBlendFA         ("sDstBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _SrcBlendAlphaFA    ("sSrcBlendAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _DstBlendAlphaFA    ("sDstBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendOp)]           _BlendOpFA          ("sBlendOpRGB", Int) = 4
        [Enum(UnityEngine.Rendering.BlendOp)]           _BlendOpAlphaFA     ("sBlendOpAlpha", Int) = 4
        [lilToggle]                                     _ZClip              ("sZClip", Int) = 1
        [lilToggle]                                     _ZWrite             ("sZWrite", Int) = 1
        [Enum(UnityEngine.Rendering.CompareFunction)]   _ZTest              ("sZTest", Int) = 4
        [IntRange]                                      _StencilRef         ("Ref", Range(0, 255)) = 0
        [IntRange]                                      _StencilReadMask    ("ReadMask", Range(0, 255)) = 255
        [IntRange]                                      _StencilWriteMask   ("WriteMask", Range(0, 255)) = 255
        [Enum(UnityEngine.Rendering.CompareFunction)]   _StencilComp        ("Comp", Float) = 8
        [Enum(UnityEngine.Rendering.StencilOp)]         _StencilPass        ("Pass", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _StencilFail        ("Fail", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _StencilZFail       ("ZFail", Float) = 0
                                                        _OffsetFactor       ("sOffsetFactor", Float) = 0
                                                        _OffsetUnits        ("sOffsetUnits", Float) = 0
        [lilColorMask]                                  _ColorMask          ("sColorMask", Int) = 15
        [lilToggle]                                     _AlphaToMask        ("sAlphaToMask", Int) = 0
                                                        _lilShadowCasterBias ("Shadow Caster Bias", Float) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // Outline Advanced
        [lilEnum]                                       _OutlineCull                ("Cull Mode|Off|Front|Back", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineSrcBlend            ("sSrcBlendRGB", Int) = 5
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineDstBlend            ("sDstBlendRGB", Int) = 10
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineSrcBlendAlpha       ("sSrcBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineDstBlendAlpha       ("sDstBlendAlpha", Int) = 10
        [Enum(UnityEngine.Rendering.BlendOp)]           _OutlineBlendOp             ("sBlendOpRGB", Int) = 0
        [Enum(UnityEngine.Rendering.BlendOp)]           _OutlineBlendOpAlpha        ("sBlendOpAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineSrcBlendFA          ("sSrcBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineDstBlendFA          ("sDstBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineSrcBlendAlphaFA     ("sSrcBlendAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _OutlineDstBlendAlphaFA     ("sDstBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendOp)]           _OutlineBlendOpFA           ("sBlendOpRGB", Int) = 4
        [Enum(UnityEngine.Rendering.BlendOp)]           _OutlineBlendOpAlphaFA      ("sBlendOpAlpha", Int) = 4
        [lilToggle]                                     _OutlineZClip               ("sZClip", Int) = 1
        [lilToggle]                                     _OutlineZWrite              ("sZWrite", Int) = 1
        [Enum(UnityEngine.Rendering.CompareFunction)]   _OutlineZTest               ("sZTest", Int) = 2
        [IntRange]                                      _OutlineStencilRef          ("Ref", Range(0, 255)) = 0
        [IntRange]                                      _OutlineStencilReadMask     ("ReadMask", Range(0, 255)) = 255
        [IntRange]                                      _OutlineStencilWriteMask    ("WriteMask", Range(0, 255)) = 255
        [Enum(UnityEngine.Rendering.CompareFunction)]   _OutlineStencilComp         ("Comp", Float) = 8
        [Enum(UnityEngine.Rendering.StencilOp)]         _OutlineStencilPass         ("Pass", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _OutlineStencilFail         ("Fail", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _OutlineStencilZFail        ("ZFail", Float) = 0
                                                        _OutlineOffsetFactor        ("sOffsetFactor", Float) = 0
                                                        _OutlineOffsetUnits         ("sOffsetUnits", Float) = 0
        [lilColorMask]                                  _OutlineColorMask           ("sColorMask", Int) = 15
        [lilToggle]                                     _OutlineAlphaToMask         ("sAlphaToMask", Int) = 0

        //----------------------------------------------------------------------------------------------------------------------
        // Pre
        [lilHDR] [MainColor]                            _PreColor               ("sColor", Color) = (1,1,1,1)
        [lilEnum]                                       _PreOutType             ("sPreOutTypes", Int) = 0
                                                        _PreCutoff              ("Pre Cutoff", Range(-0.001,1.001)) = 0.5
        [lilEnum]                                       _PreCull                ("Cull Mode|Off|Front|Back", Int) = 2
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreSrcBlend            ("sSrcBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreDstBlend            ("sDstBlendRGB", Int) = 10
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreSrcBlendAlpha       ("sSrcBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreDstBlendAlpha       ("sDstBlendAlpha", Int) = 10
        [Enum(UnityEngine.Rendering.BlendOp)]           _PreBlendOp             ("sBlendOpRGB", Int) = 0
        [Enum(UnityEngine.Rendering.BlendOp)]           _PreBlendOpAlpha        ("sBlendOpAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreSrcBlendFA          ("sSrcBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreDstBlendFA          ("sDstBlendRGB", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreSrcBlendAlphaFA     ("sSrcBlendAlpha", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)]         _PreDstBlendAlphaFA     ("sDstBlendAlpha", Int) = 1
        [Enum(UnityEngine.Rendering.BlendOp)]           _PreBlendOpFA           ("sBlendOpRGB", Int) = 4
        [Enum(UnityEngine.Rendering.BlendOp)]           _PreBlendOpAlphaFA      ("sBlendOpAlpha", Int) = 4
        [lilToggle]                                     _PreZClip               ("sZClip", Int) = 1
        [lilToggle]                                     _PreZWrite              ("sZWrite", Int) = 1
        [Enum(UnityEngine.Rendering.CompareFunction)]   _PreZTest               ("sZTest", Int) = 4
        [IntRange]                                      _PreStencilRef          ("Ref", Range(0, 255)) = 0
        [IntRange]                                      _PreStencilReadMask     ("ReadMask", Range(0, 255)) = 255
        [IntRange]                                      _PreStencilWriteMask    ("WriteMask", Range(0, 255)) = 255
        [Enum(UnityEngine.Rendering.CompareFunction)]   _PreStencilComp         ("Comp", Float) = 8
        [Enum(UnityEngine.Rendering.StencilOp)]         _PreStencilPass         ("Pass", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _PreStencilFail         ("Fail", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)]         _PreStencilZFail        ("ZFail", Float) = 0
                                                        _PreOffsetFactor        ("sOffsetFactor", Float) = 0
                                                        _PreOffsetUnits         ("sOffsetUnits", Float) = 0
        [lilColorMask]                                  _PreColorMask           ("sColorMask", Int) = 15
        [lilToggle]                                     _PreAlphaToMask         ("sAlphaToMask", Int) = 0
    }

    HLSLINCLUDE
        #define LIL_RENDER 2
    ENDHLSL

    SubShader
    {
        Tags { "ShaderModel" = "4.5"}
        HLSLINCLUDE
            #define LIL_SRP_VERSION_MAJOR 17
            #define LIL_SRP_VERSION_MINOR 0
            #define LIL_SRP_VERSION_PATCH 3

            #pragma target 4.5
            #pragma exclude_renderers d3d11_9x
            #pragma fragmentoption ARB_precision_hint_fastest
            #define LIL_LITE

            #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
            #pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
        ENDHLSL


        // Forward Back
        Pass
        {
            Name "FORWARD_BACK"
            Tags {"LightMode" = "SRPDefaultUnlit"}

            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 multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_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

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // Forward
        Pass
        {
            Name "FORWARD"
            Tags {"LightMode" = "UniversalForward"}

            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 _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_FORWARD

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // Forward Outline
        Pass
        {
            Name "FORWARD_OUTLINE"
            Tags {"LightMode" = "UniversalForwardOnly"}

            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 multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_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

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // ShadowCaster
        Pass
        {
            Name "SHADOW_CASTER"
            Tags {"LightMode" = "ShadowCaster"}
            Cull [_Cull]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_SHADOWCASTER

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_shadowcaster.hlsl"

            ENDHLSL
        }

        // DepthOnly
        Pass
        {
            Name "DEPTHONLY"
            Tags {"LightMode" = "DepthOnly"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_DEPTHONLY

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_depthonly.hlsl"

            ENDHLSL
        }

        // DepthNormals
        Pass
        {
            Name "DEPTHNORMALS"
            Tags {"LightMode" = "DepthNormals"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_DEPTHNORMALS

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_depthnormals.hlsl"

            ENDHLSL
        }

        // MotionVectors
        Pass
        {
            Name "MOTIONVECTORS"
            Tags {"LightMode" = "MotionVectors"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile _ DOTS_INSTANCING_ON
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_MOTIONVECTORS

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_motionvectors.hlsl"

            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

            #include "Includes/lil_pass_universal2d.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_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_meta.hlsl"

            ENDHLSL
        }

    }
    Fallback "Universal Render Pipeline/Unlit"

    SubShader
    {
        Tags {}
        HLSLINCLUDE
            #define LIL_SRP_VERSION_MAJOR 17
            #define LIL_SRP_VERSION_MINOR 0
            #define LIL_SRP_VERSION_PATCH 3

            #pragma exclude_renderers d3d11_9x
            #pragma fragmentoption ARB_precision_hint_fastest
            #define LIL_LITE

            #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
            #pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
        ENDHLSL


        // Forward Back
        Pass
        {
            Name "FORWARD_BACK"
            Tags {"LightMode" = "SRPDefaultUnlit"}

            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 multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_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

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // Forward
        Pass
        {
            Name "FORWARD"
            Tags {"LightMode" = "UniversalForward"}

            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 _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_FORWARD

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // Forward Outline
        Pass
        {
            Name "FORWARD_OUTLINE"
            Tags {"LightMode" = "UniversalForwardOnly"}

            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 multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
            #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
            #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
            #pragma multi_compile_fragment _ _SHADOWS_SOFT
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
            #pragma multi_compile _ _LIGHT_LAYERS
            #pragma multi_compile_fragment _ _LIGHT_COOKIES
            #pragma multi_compile _ _FORWARD_PLUS
            #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
            #pragma multi_compile _ SHADOWS_SHADOWMASK
            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_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

            #include "Includes/lil_pass_forward.hlsl"

            ENDHLSL
        }

        // ShadowCaster
        Pass
        {
            Name "SHADOW_CASTER"
            Tags {"LightMode" = "ShadowCaster"}
            Cull [_Cull]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_SHADOWCASTER

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_shadowcaster.hlsl"

            ENDHLSL
        }

        // DepthOnly
        Pass
        {
            Name "DEPTHONLY"
            Tags {"LightMode" = "DepthOnly"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_DEPTHONLY

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_depthonly.hlsl"

            ENDHLSL
        }

        // DepthNormals
        Pass
        {
            Name "DEPTHNORMALS"
            Tags {"LightMode" = "DepthNormals"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_DEPTHNORMALS

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_depthnormals.hlsl"

            ENDHLSL
        }

        // MotionVectors
        Pass
        {
            Name "MOTIONVECTORS"
            Tags {"LightMode" = "MotionVectors"}

            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilComp]
                Pass [_StencilPass]
                Fail [_StencilFail]
                ZFail [_StencilZFail]
            }
            Cull [_Cull]
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define LIL_PASS_MOTIONVECTORS

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_motionvectors.hlsl"

            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

            #include "Includes/lil_pass_universal2d.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_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here

            #include "Includes/lil_pass_meta.hlsl"

            ENDHLSL
        }

    }
    Fallback "Universal Render Pipeline/Unlit"
}
