    SubShader
    {
        Tags {*LIL_SUBSHADER_TAGS*}
        HLSLINCLUDE
            *LIL_SHADER_SETTING*
            *LIL_SRP_VERSION*
            #pragma target 3.5
            #pragma fragmentoption ARB_precision_hint_fastest
            #define LIL_FAKESHADOW

            #pragma lil_skip_variants_shadows
            #pragma lil_skip_variants_lightmaps
            #pragma lil_skip_variants_decals
            #pragma lil_skip_variants_addlight
            #pragma lil_skip_variants_addlightshadows
            #pragma lil_skip_variants_probevolumes
            #pragma lil_skip_variants_ao
            #pragma lil_skip_variants_lightlists
            #pragma lil_skip_variants_reflections
        ENDHLSL

        *LIL_INSERT_PASS_PRE*

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

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

            #include "Includes/lil_pass_forward_fakeshadow.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        *LIL_INSERT_PASS_POST*
    }
    Fallback "Lightweight Render Pipeline/Unlit"