    SubShader
    {
        Tags {*LIL_SUBSHADER_TAGS*}
        HLSLINCLUDE
            *LIL_SHADER_SETTING*
            *LIL_SRP_VERSION*
            #pragma target 4.5
            #pragma exclude_renderers gles gles3 glcore
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma require geometry
            #define LIL_FUR

            #pragma lil_skip_variants_shadows
            #pragma lil_skip_variants_decals
            #pragma lil_skip_variants_addlightshadows
            #pragma lil_skip_variants_probevolumes
            #pragma lil_skip_variants_ao
        ENDHLSL

        *LIL_INSERT_PASS_PRE*

        // Forward
        Pass
        {
            Name "FORWARD"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"}

            Stencil
            {
                WriteMask 6
                Ref 0
                Comp Always
                Pass Replace
            }
            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_hdrp.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 Fur Pre
        Pass
        {
            Name "FORWARD_FUR_PRE"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_1*"}

            Stencil
            {
                WriteMask 6
                Ref 0
                Comp Always
                Pass Replace
            }
            Cull [_FurCull]
            ZClip [_FurZClip]
            ZWrite On
            ZTest [_FurZTest]
            ColorMask [_FurColorMask]
            Offset [_FurOffsetFactor], [_FurOffsetUnits]
            BlendOp Add, Add
            Blend One Zero, One OneMinusSrcAlpha
            AlphaToMask On

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma lil_multi_compile_forward

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_FUR_PRE
            #include "Includes/lil_pipeline_hdrp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_forward_fur.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // Fur
        Pass
        {
            Name "FORWARD_FUR"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_2*"}

            Stencil
            {
                WriteMask 6
                Ref 0
                Comp Always
                Pass Replace
            }
            Cull [_FurCull]
            ZClip [_FurZClip]
            ZWrite [_FurZWrite]
            ZTest [_FurZTest]
            ColorMask [_FurColorMask]
            Offset [_FurOffsetFactor], [_FurOffsetUnits]
            BlendOp [_FurBlendOp], [_FurBlendOpAlpha]
            Blend [_FurSrcBlend] [_FurDstBlend], [_FurSrcBlendAlpha] [_FurDstBlendAlpha]
            AlphaToMask [_FurAlphaToMask]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma lil_multi_compile_forward

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

            #include "Includes/lil_pass_forward_fur.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // ShadowCaster
        Pass
        {
            Name "SHADOW_CASTER"
            Tags {"LightMode" = "ShadowCaster"}

            Cull[_Cull]
            ZClip [_ZClip]
            ZWrite On
            ZTest LEqual

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma lil_multi_compile_shadowcaster

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_ONEPASS_FUR
            #include "Includes/lil_pipeline_hdrp.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
        }

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

            Stencil
            {
                WriteMask 8
                Ref 0
                Comp Always
                Pass Replace
            }
            Cull Back
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]
            Offset [_OffsetFactor], [_OffsetUnits]
            AlphaToMask [_AlphaToMask]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma lil_multi_compile_depthonly

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_ONEPASS_FUR
            #include "Includes/lil_pipeline_hdrp.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
        }

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

            Stencil
            {
                WriteMask 40
                Ref 32
                Comp Always
                Pass Replace
            }
            Cull Back
            ZClip [_ZClip]
            ZWrite [_ZWrite]
            ZTest [_ZTest]
            Offset [_OffsetFactor], [_OffsetUnits]
            AlphaToMask [_AlphaToMask]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma geometry geom
            #pragma fragment frag
            #pragma lil_multi_compile_motionvectors

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_ONEPASS_FUR
            #include "Includes/lil_pipeline_hdrp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_motionvectors.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_hdrp.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 "HDRP/Unlit"