Shader "Hidden/lilToonMultiRefraction" { Properties { //---------------------------------------------------------------------------------------------------------------------- // Dummy _DummyProperty ("If you are seeing this, some script is broken.", Float) = 0 _DummyProperty ("This also happens if something other than lilToon is broken.", Float) = 0 _DummyProperty ("You need to check the error on the console and take appropriate action, such as reinstalling the relevant tool.", Float) = 0 _DummyProperty (" ", Float) = 0 _DummyProperty ("これが表示されている場合、なんらかのスクリプトが壊れています。", Float) = 0 _DummyProperty ("これはlilToon以外のものが壊れている場合にも発生します。", Float) = 0 _DummyProperty ("コンソールでエラーを確認し、該当するツールを入れ直すなどの対処を行う必要があります。", Float) = 0 [Space(1000)] _DummyProperty ("", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // 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 [lilHDR] _BackfaceColor ("sColor", Color) = (0,0,0,0) _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 [lilToggle] _UseDither ("sDither", Int) = 0 [NoScaleOffset] _DitherTex ("Dither", 2D) = "white" {} _DitherMaxValue ("Max Value", Float) = 255 //---------------------------------------------------------------------------------------------------------------------- // Main [lilHDR] [MainColor] _Color ("sColor", Color) = (1,1,1,1) [MainTexture] _MainTex ("Texture", 2D) = "white" {} [lilUVAnim] _MainTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilHSVG] _MainTexHSVG ("sHSVGs", Vector) = (0,1,1,1) _MainGradationStrength ("Gradation Strength", Range(0, 1)) = 0 [NoScaleOffset] _MainGradationTex ("Gradation Map", 2D) = "white" {} [NoScaleOffset] _MainColorAdjustMask ("Adjust Mask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Main2nd [lilToggleLeft] _UseMain2ndTex ("sMainColor2nd", Int) = 0 [lilHDR] _Color2nd ("sColor", Color) = (1,1,1,1) _Main2ndTex ("Texture", 2D) = "white" {} [lilAngle] _Main2ndTexAngle ("sAngle", Float) = 0 [lilUVAnim] _Main2ndTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _Main2ndTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0 [lilEnum] _Main2ndTex_Cull ("sCullModes", Int) = 0 [lilDecalAnim] _Main2ndTexDecalAnimation ("sDecalAnimations", Vector) = (1,1,1,30) [lilDecalSub] _Main2ndTexDecalSubParam ("sDecalSubParams", Vector) = (1,1,0,1) [lilToggle] _Main2ndTexIsDecal ("sAsDecal", Int) = 0 [lilToggle] _Main2ndTexIsLeftOnly ("Left Only", Int) = 0 [lilToggle] _Main2ndTexIsRightOnly ("Right Only", Int) = 0 [lilToggle] _Main2ndTexShouldCopy ("Copy", Int) = 0 [lilToggle] _Main2ndTexShouldFlipMirror ("Flip Mirror", Int) = 0 [lilToggle] _Main2ndTexShouldFlipCopy ("Flip Copy", Int) = 0 [lilToggle] _Main2ndTexIsMSDF ("sAsMSDF", Int) = 0 [NoScaleOffset] _Main2ndBlendMask ("Mask", 2D) = "white" {} [lilEnum] _Main2ndTexBlendMode ("sBlendModes", Int) = 0 [lilEnum] _Main2ndTexAlphaMode ("sAlphaModes", Int) = 0 _Main2ndEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _Main2ndDissolveMask ("Dissolve Mask", 2D) = "white" {} _Main2ndDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _Main2ndDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _Main2ndDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _Main2ndDissolveColor ("sColor", Color) = (1,1,1,1) [lilDissolve] _Main2ndDissolveParams ("sDissolveParams", Vector) = (0,0,0.5,0.1) [lilDissolveP] _Main2ndDissolvePos ("Dissolve Position", Vector) = (0,0,0,0) [lilFFFB] _Main2ndDistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0) //---------------------------------------------------------------------------------------------------------------------- // Main3rd [lilToggleLeft] _UseMain3rdTex ("sMainColor3rd", Int) = 0 [lilHDR] _Color3rd ("sColor", Color) = (1,1,1,1) _Main3rdTex ("Texture", 2D) = "white" {} [lilAngle] _Main3rdTexAngle ("sAngle", Float) = 0 [lilUVAnim] _Main3rdTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _Main3rdTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3|MatCap", Int) = 0 [lilEnum] _Main3rdTex_Cull ("sCullModes", Int) = 0 [lilDecalAnim] _Main3rdTexDecalAnimation ("sDecalAnimations", Vector) = (1,1,1,30) [lilDecalSub] _Main3rdTexDecalSubParam ("sDecalSubParams", Vector) = (1,1,0,1) [lilToggle] _Main3rdTexIsDecal ("sAsDecal", Int) = 0 [lilToggle] _Main3rdTexIsLeftOnly ("Left Only", Int) = 0 [lilToggle] _Main3rdTexIsRightOnly ("Right Only", Int) = 0 [lilToggle] _Main3rdTexShouldCopy ("Copy", Int) = 0 [lilToggle] _Main3rdTexShouldFlipMirror ("Flip Mirror", Int) = 0 [lilToggle] _Main3rdTexShouldFlipCopy ("Flip Copy", Int) = 0 [lilToggle] _Main3rdTexIsMSDF ("sAsMSDF", Int) = 0 [NoScaleOffset] _Main3rdBlendMask ("Mask", 2D) = "white" {} [lilEnum] _Main3rdTexBlendMode ("sBlendModes", Int) = 0 [lilEnum] _Main3rdTexAlphaMode ("sAlphaModes", Int) = 0 _Main3rdEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _Main3rdDissolveMask ("Dissolve Mask", 2D) = "white" {} _Main3rdDissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _Main3rdDissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _Main3rdDissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _Main3rdDissolveColor ("sColor", Color) = (1,1,1,1) [lilDissolve] _Main3rdDissolveParams ("sDissolveParams", Vector) = (0,0,0.5,0.1) [lilDissolveP] _Main3rdDissolvePos ("Dissolve Position", Vector) = (0,0,0,0) [lilFFFB] _Main3rdDistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0) //---------------------------------------------------------------------------------------------------------------------- // Alpha Mask [lilEnumLabel] _AlphaMaskMode ("sAlphaMaskModes", Int) = 0 _AlphaMask ("AlphaMask", 2D) = "white" {} _AlphaMaskScale ("Scale", Float) = 1 _AlphaMaskValue ("Offset", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // NormalMap [lilToggleLeft] _UseBumpMap ("sNormalMap", Int) = 0 [Normal] _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // NormalMap 2nd [lilToggleLeft] _UseBump2ndMap ("sNormalMap2nd", Int) = 0 [Normal] _Bump2ndMap ("Normal Map", 2D) = "bump" {} [lilEnum] _Bump2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _Bump2ndScale ("Scale", Range(-10,10)) = 1 [NoScaleOffset] _Bump2ndScaleMask ("Mask", 2D) = "white" {} //---------------------------------------------------------------------------------------------------------------------- // Anisotropy [lilToggleLeft] _UseAnisotropy ("sAnisotropy", Int) = 0 [Normal] _AnisotropyTangentMap ("Tangent Map", 2D) = "bump" {} _AnisotropyScale ("Scale", Range(-1,1)) = 1 [NoScaleOffset] _AnisotropyScaleMask ("Scale Mask", 2D) = "white" {} _AnisotropyTangentWidth ("sTangentWidth", Range(0,10)) = 1 _AnisotropyBitangentWidth ("sBitangentWidth", Range(0,10)) = 1 _AnisotropyShift ("sOffset", Range(-10,10)) = 0 _AnisotropyShiftNoiseScale ("sNoiseStrength", Range(-1,1)) = 0 _AnisotropySpecularStrength ("sStrength", Range(0,10)) = 1 _Anisotropy2ndTangentWidth ("sTangentWidth", Range(0,10)) = 1 _Anisotropy2ndBitangentWidth ("sBitangentWidth", Range(0,10)) = 1 _Anisotropy2ndShift ("sOffset", Range(-10,10)) = 0 _Anisotropy2ndShiftNoiseScale ("sNoiseStrength", Range(-1,1)) = 0 _Anisotropy2ndSpecularStrength ("sStrength", Range(0,10)) = 0 _AnisotropyShiftNoiseMask ("sNoise", 2D) = "white" {} [lilToggle] _Anisotropy2Reflection ("sReflection", Int) = 0 [lilToggle] _Anisotropy2MatCap ("sMatCap", Int) = 0 [lilToggle] _Anisotropy2MatCap2nd ("sMatCap2nd", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Backlight [lilToggleLeft] _UseBacklight ("sBacklight", Int) = 0 [lilHDR] _BacklightColor ("sColor", Color) = (0.85,0.8,0.7,1.0) [NoScaleOffset] _BacklightColorTex ("Texture", 2D) = "white" {} _BacklightMainStrength ("sMainColorPower", Range(0, 1)) = 0 _BacklightNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _BacklightBorder ("Border", Range(0, 1)) = 0.35 _BacklightBlur ("sBlur", Range(0, 1)) = 0.05 _BacklightDirectivity ("sDirectivity", Float) = 5.0 _BacklightViewStrength ("sViewDirectionStrength", Range(0, 1)) = 1 [lilToggle] _BacklightReceiveShadow ("sReceiveShadow", Int) = 1 [lilToggle] _BacklightBackfaceMask ("sBackfaceMask", Int) = 1 //---------------------------------------------------------------------------------------------------------------------- // Shadow [lilToggleLeft] _UseShadow ("sShadow", Int) = 0 _ShadowStrength ("sStrength", Range(0, 1)) = 1 [NoScaleOffset] _ShadowStrengthMask ("sStrength", 2D) = "white" {} [lilLOD] _ShadowStrengthMaskLOD ("LOD", Range(0, 1)) = 0 [NoScaleOffset] _ShadowBorderMask ("sBorder", 2D) = "white" {} [lilLOD] _ShadowBorderMaskLOD ("LOD", Range(0, 1)) = 0 [NoScaleOffset] _ShadowBlurMask ("sBlur", 2D) = "white" {} [lilLOD] _ShadowBlurMaskLOD ("LOD", Range(0, 1)) = 0 [lilFFFF] _ShadowAOShift ("1st Scale|1st Offset|2nd Scale|2nd Offset", Vector) = (1,0,1,0) [lilFF] _ShadowAOShift2 ("3rd Scale|3rd Offset", Vector) = (1,0,1,0) [lilToggle] _ShadowPostAO ("sIgnoreBorderProperties", Int) = 0 [lilEnum] _ShadowColorType ("sShadowColorTypes", Int) = 0 _ShadowColor ("Shadow Color", Color) = (0.82,0.76,0.85,1.0) [NoScaleOffset] _ShadowColorTex ("Shadow Color", 2D) = "black" {} _ShadowNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _ShadowBorder ("sBorder", Range(0, 1)) = 0.5 _ShadowBlur ("sBlur", Range(0, 1)) = 0.1 _ShadowReceive ("sReceiveShadow", Range(0, 1)) = 0 _Shadow2ndColor ("2nd Color", Color) = (0.68,0.66,0.79,1) [NoScaleOffset] _Shadow2ndColorTex ("2nd Color", 2D) = "black" {} _Shadow2ndNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _Shadow2ndBorder ("sBorder", Range(0, 1)) = 0.15 _Shadow2ndBlur ("sBlur", Range(0, 1)) = 0.1 _Shadow2ndReceive ("sReceiveShadow", Range(0, 1)) = 0 _Shadow3rdColor ("3rd Color", Color) = (0,0,0,0) [NoScaleOffset] _Shadow3rdColorTex ("3rd Color", 2D) = "black" {} _Shadow3rdNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _Shadow3rdBorder ("sBorder", Range(0, 1)) = 0.25 _Shadow3rdBlur ("sBlur", Range(0, 1)) = 0.1 _Shadow3rdReceive ("sReceiveShadow", Range(0, 1)) = 0 _ShadowBorderColor ("sShadowBorderColor", Color) = (1,0.1,0,1) _ShadowBorderRange ("sShadowBorderRange", Range(0, 1)) = 0.08 _ShadowMainStrength ("sContrast", Range(0, 1)) = 0 _ShadowEnvStrength ("sShadowEnvStrength", Range(0, 1)) = 0 [lilEnum] _ShadowMaskType ("sShadowMaskTypes", Int) = 0 _ShadowFlatBorder ("sBorder", Range(-2, 2)) = 1 _ShadowFlatBlur ("sBlur", Range(0.001, 2)) = 1 //---------------------------------------------------------------------------------------------------------------------- // Rim Shade [lilToggleLeft] _UseRimShade ("RimShade", Int) = 0 _RimShadeColor ("sColor", Color) = (0.5,0.5,0.5,1.0) [NoScaleOffset] _RimShadeMask ("Mask", 2D) = "white" {} _RimShadeNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _RimShadeBorder ("sBorder", Range(0, 1)) = 0.5 _RimShadeBlur ("sBlur", Range(0, 1)) = 1.0 [PowerSlider(3.0)]_RimShadeFresnelPower ("sFresnelPower", Range(0.01, 50)) = 1.0 //---------------------------------------------------------------------------------------------------------------------- // Reflection [lilToggleLeft] _UseReflection ("sReflection", Int) = 0 // Smoothness _Smoothness ("Smoothness", Range(0, 1)) = 1 [NoScaleOffset] _SmoothnessTex ("Smoothness", 2D) = "white" {} // Metallic [Gamma] _Metallic ("Metallic", Range(0, 1)) = 0 [NoScaleOffset] _MetallicGlossMap ("Metallic", 2D) = "white" {} // Reflectance [Gamma] _Reflectance ("sReflectance", Range(0, 1)) = 0.04 // Reflection _GSAAStrength ("GSAA", Range(0, 1)) = 0 [lilToggle] _ApplySpecular ("Apply Specular", Int) = 1 [lilToggle] _ApplySpecularFA ("sMultiLightSpecular", Int) = 1 [lilToggle] _SpecularToon ("Specular Toon", Int) = 1 _SpecularNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _SpecularBorder ("sBorder", Range(0, 1)) = 0.5 _SpecularBlur ("sBlur", Range(0, 1)) = 0.0 [lilToggle] _ApplyReflection ("sApplyReflection", Int) = 0 _ReflectionNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 [lilHDR] _ReflectionColor ("sColor", Color) = (1,1,1,1) [NoScaleOffset] _ReflectionColorTex ("sColor", 2D) = "white" {} [lilToggle] _ReflectionApplyTransparency ("sApplyTransparency", Int) = 1 [NoScaleOffset] _ReflectionCubeTex ("Cubemap Fallback", Cube) = "black" {} [lilHDR] _ReflectionCubeColor ("sColor", Color) = (0,0,0,1) [lilToggle] _ReflectionCubeOverride ("Override", Int) = 0 _ReflectionCubeEnableLighting ("sEnableLighting+ (Fallback)", Range(0, 1)) = 1 [lilEnum] _ReflectionBlendMode ("sBlendModes", Int) = 1 //---------------------------------------------------------------------------------------------------------------------- // MatCap [lilToggleLeft] _UseMatCap ("sMatCap", Int) = 0 [lilHDR] _MatCapColor ("sColor", Color) = (1,1,1,1) _MatCapTex ("Texture", 2D) = "white" {} _MatCapMainStrength ("sMainColorPower", Range(0, 1)) = 0 [lilVec2R] _MatCapBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0) [lilToggle] _MatCapZRotCancel ("sMatCapZRotCancel", Int) = 1 [lilToggle] _MatCapPerspective ("sFixPerspective", Int) = 1 _MatCapVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1 _MatCapBlend ("Blend", Range(0, 1)) = 1 [NoScaleOffset] _MatCapBlendMask ("Mask", 2D) = "white" {} _MatCapEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _MatCapShadowMask ("sShadowMask", Range(0, 1)) = 0 [lilToggle] _MatCapBackfaceMask ("sBackfaceMask", Int) = 0 _MatCapLod ("sBlur", Range(0, 10)) = 0 [lilEnum] _MatCapBlendMode ("sBlendModes", Int) = 1 [lilToggle] _MatCapApplyTransparency ("sApplyTransparency", Int) = 1 _MatCapNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 [lilToggle] _MatCapCustomNormal ("sMatCapCustomNormal", Int) = 0 [Normal] _MatCapBumpMap ("Normal Map", 2D) = "bump" {} _MatCapBumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // MatCap 2nd [lilToggleLeft] _UseMatCap2nd ("sMatCap2nd", Int) = 0 [lilHDR] _MatCap2ndColor ("sColor", Color) = (1,1,1,1) _MatCap2ndTex ("Texture", 2D) = "white" {} _MatCap2ndMainStrength ("sMainColorPower", Range(0, 1)) = 0 [lilVec2R] _MatCap2ndBlendUV1 ("sBlendUV1", Vector) = (0,0,0,0) [lilToggle] _MatCap2ndZRotCancel ("sMatCapZRotCancel", Int) = 1 [lilToggle] _MatCap2ndPerspective ("sFixPerspective", Int) = 1 _MatCap2ndVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1 _MatCap2ndBlend ("Blend", Range(0, 1)) = 1 [NoScaleOffset] _MatCap2ndBlendMask ("Mask", 2D) = "white" {} _MatCap2ndEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _MatCap2ndShadowMask ("sShadowMask", Range(0, 1)) = 0 [lilToggle] _MatCap2ndBackfaceMask ("sBackfaceMask", Int) = 0 _MatCap2ndLod ("sBlur", Range(0, 10)) = 0 [lilEnum] _MatCap2ndBlendMode ("sBlendModes", Int) = 1 [lilToggle] _MatCap2ndApplyTransparency ("sApplyTransparency", Int) = 1 _MatCap2ndNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 [lilToggle] _MatCap2ndCustomNormal ("sMatCapCustomNormal", Int) = 0 [Normal] _MatCap2ndBumpMap ("Normal Map", 2D) = "bump" {} _MatCap2ndBumpScale ("Scale", Range(-10,10)) = 1 //---------------------------------------------------------------------------------------------------------------------- // Rim [lilToggleLeft] _UseRim ("sRimLight", Int) = 0 [lilHDR] _RimColor ("sColor", Color) = (0.66,0.5,0.48,1) [NoScaleOffset] _RimColorTex ("Texture", 2D) = "white" {} _RimMainStrength ("sMainColorPower", Range(0, 1)) = 0 _RimNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _RimBorder ("sBorder", Range(0, 1)) = 0.5 _RimBlur ("sBlur", Range(0, 1)) = 0.65 [PowerSlider(3.0)]_RimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 3.5 _RimEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _RimShadowMask ("sShadowMask", Range(0, 1)) = 0.5 [lilToggle] _RimBackfaceMask ("sBackfaceMask", Int) = 1 _RimVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 1 [lilToggle] _RimApplyTransparency ("sApplyTransparency", Int) = 1 _RimDirStrength ("sRimLightDirection", Range(0, 1)) = 0 _RimDirRange ("sRimDirectionRange", Range(-1, 1)) = 0 _RimIndirRange ("sRimIndirectionRange", Range(-1, 1)) = 0 [lilHDR] _RimIndirColor ("sColor", Color) = (1,1,1,1) _RimIndirBorder ("sBorder", Range(0, 1)) = 0.5 _RimIndirBlur ("sBlur", Range(0, 1)) = 0.1 [lilEnum] _RimBlendMode ("sBlendModes", Int) = 1 //---------------------------------------------------------------------------------------------------------------------- // Glitter [lilToggleLeft] _UseGlitter ("sGlitter", Int) = 0 [lilEnum] _GlitterUVMode ("UV Mode|UV0|UV1", Int) = 0 [lilHDR] _GlitterColor ("sColor", Color) = (1,1,1,1) _GlitterColorTex ("Texture", 2D) = "white" {} [lilEnum] _GlitterColorTex_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _GlitterMainStrength ("sMainColorPower", Range(0, 1)) = 0 _GlitterNormalStrength ("sNormalStrength", Range(0, 1)) = 1.0 _GlitterScaleRandomize ("sRandomize+ (Size)", Range(0, 1)) = 0 [lilToggle] _GlitterApplyShape ("Shape", Int) = 0 _GlitterShapeTex ("Texture", 2D) = "white" {} [lilVec2] _GlitterAtras ("Atras", Vector) = (1,1,0,0) [lilToggle] _GlitterAngleRandomize ("sRandomize+ (+sAngle+)", Int) = 0 [lilGlitParam1] _GlitterParams1 ("Tiling|Particle Size|Contrast", Vector) = (256,256,0.16,50) [lilGlitParam2] _GlitterParams2 ("sGlitterParams2", Vector) = (0.25,0,0,0) _GlitterPostContrast ("sPostContrast", Float) = 1 _GlitterSensitivity ("Sensitivity", Float) = 0.25 _GlitterEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _GlitterShadowMask ("sShadowMask", Range(0, 1)) = 0 [lilToggle] _GlitterBackfaceMask ("sBackfaceMask", Int) = 0 [lilToggle] _GlitterApplyTransparency ("sApplyTransparency", Int) = 1 _GlitterVRParallaxStrength ("sVRParallaxStrength", Range(0, 1)) = 0 //---------------------------------------------------------------------------------------------------------------------- // Emmision [lilToggleLeft] _UseEmission ("sEmission", 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 _EmissionMainStrength ("sMainColorPower", Range(0, 1)) = 0 _EmissionBlend ("Blend", Range(0,1)) = 1 _EmissionBlendMask ("Mask", 2D) = "white" {} [lilUVAnim] _EmissionBlendMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _EmissionBlendMode ("sBlendModes", Int) = 1 [lilBlink] _EmissionBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0) [lilToggle] _EmissionUseGrad ("sGradation", Int) = 0 [NoScaleOffset] _EmissionGradTex ("Gradation Texture", 2D) = "white" {} _EmissionGradSpeed ("Gradation Speed", Float) = 1 _EmissionParallaxDepth ("sParallaxDepth", float) = 0 _EmissionFluorescence ("sFluorescence", Range(0,1)) = 0 // Gradation [HideInInspector] _egci ("", Int) = 2 [HideInInspector] _egai ("", Int) = 2 [HideInInspector] _egc0 ("", Color) = (1,1,1,0) [HideInInspector] _egc1 ("", Color) = (1,1,1,1) [HideInInspector] _egc2 ("", Color) = (1,1,1,0) [HideInInspector] _egc3 ("", Color) = (1,1,1,0) [HideInInspector] _egc4 ("", Color) = (1,1,1,0) [HideInInspector] _egc5 ("", Color) = (1,1,1,0) [HideInInspector] _egc6 ("", Color) = (1,1,1,0) [HideInInspector] _egc7 ("", Color) = (1,1,1,0) [HideInInspector] _ega0 ("", Color) = (1,0,0,0) [HideInInspector] _ega1 ("", Color) = (1,0,0,1) [HideInInspector] _ega2 ("", Color) = (1,0,0,0) [HideInInspector] _ega3 ("", Color) = (1,0,0,0) [HideInInspector] _ega4 ("", Color) = (1,0,0,0) [HideInInspector] _ega5 ("", Color) = (1,0,0,0) [HideInInspector] _ega6 ("", Color) = (1,0,0,0) [HideInInspector] _ega7 ("", Color) = (1,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Emmision2nd [lilToggleLeft] _UseEmission2nd ("sEmission2nd", Int) = 0 [HDR][lilHDR] _Emission2ndColor ("sColor", Color) = (1,1,1,1) _Emission2ndMap ("Texture", 2D) = "white" {} [lilUVAnim] _Emission2ndMap_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _Emission2ndMap_UVMode ("UV Mode|UV0|UV1|UV2|UV3|Rim", Int) = 0 _Emission2ndMainStrength ("sMainColorPower", Range(0, 1)) = 0 _Emission2ndBlend ("Blend", Range(0,1)) = 1 _Emission2ndBlendMask ("Mask", 2D) = "white" {} [lilUVAnim] _Emission2ndBlendMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _Emission2ndBlendMode ("sBlendModes", Int) = 1 [lilBlink] _Emission2ndBlink ("sBlinkSettings", Vector) = (0,0,3.141593,0) [lilToggle] _Emission2ndUseGrad ("sGradation", Int) = 0 [NoScaleOffset] _Emission2ndGradTex ("Gradation Texture", 2D) = "white" {} _Emission2ndGradSpeed ("Gradation Speed", Float) = 1 _Emission2ndParallaxDepth ("sParallaxDepth", float) = 0 _Emission2ndFluorescence ("sFluorescence", Range(0,1)) = 0 // Gradation [HideInInspector] _e2gci ("", Int) = 2 [HideInInspector] _e2gai ("", Int) = 2 [HideInInspector] _e2gc0 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc1 ("", Color) = (1,1,1,1) [HideInInspector] _e2gc2 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc3 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc4 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc5 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc6 ("", Color) = (1,1,1,0) [HideInInspector] _e2gc7 ("", Color) = (1,1,1,0) [HideInInspector] _e2ga0 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga1 ("", Color) = (1,0,0,1) [HideInInspector] _e2ga2 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga3 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga4 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga5 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga6 ("", Color) = (1,0,0,0) [HideInInspector] _e2ga7 ("", Color) = (1,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // Parallax [lilToggleLeft] _UseParallax ("sParallax", Int) = 0 [lilToggle] _UsePOM ("sPOM", Int) = 0 [NoScaleOffset] _ParallaxMap ("Parallax Map", 2D) = "gray" {} _Parallax ("Parallax Scale", float) = 0.02 _ParallaxOffset ("sParallaxOffset", float) = 0.5 //---------------------------------------------------------------------------------------------------------------------- // Distance Fade [lilHDR] _DistanceFadeColor ("sColor", Color) = (0,0,0,1) [lilFFFB] _DistanceFade ("sDistanceFadeSettings", Vector) = (0.1,0.01,0,0) [lilEnum] _DistanceFadeMode ("sDistanceFadeModes", Int) = 0 [lilHDR] _DistanceFadeRimColor ("sColor", Color) = (0,0,0,0) [PowerSlider(3.0)]_DistanceFadeRimFresnelPower ("sFresnelPower", Range(0.01, 50)) = 5.0 //---------------------------------------------------------------------------------------------------------------------- // AudioLink [lilToggleLeft] _UseAudioLink ("sAudioLink", Int) = 0 [lilFRFR] _AudioLinkDefaultValue ("Strength|Blink Strength|Blink Speed|Blink Threshold", Vector) = (0.0,0.0,2.0,0.75) [lilEnum] _AudioLinkUVMode ("sAudioLinkUVModes", Int) = 1 [lilALUVParams] _AudioLinkUVParams ("Scale|Offset|sAngle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125) [lilVec3] _AudioLinkStart ("sAudioLinkStartPosition", Vector) = (0.0,0.0,0.0,0.0) _AudioLinkMask ("Mask", 2D) = "blue" {} [lilUVAnim] _AudioLinkMask_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilEnum] _AudioLinkMask_UVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 [lilToggle] _AudioLink2Main2nd ("sMainColor2nd", Int) = 0 [lilToggle] _AudioLink2Main3rd ("sMainColor3rd", Int) = 0 [lilToggle] _AudioLink2Emission ("sEmission", Int) = 0 [lilToggle] _AudioLink2EmissionGrad ("sEmission+sGradation", Int) = 0 [lilToggle] _AudioLink2Emission2nd ("sEmission2nd", Int) = 0 [lilToggle] _AudioLink2Emission2ndGrad ("sEmission2nd+sGradation", Int) = 0 [lilToggle] _AudioLink2Vertex ("sVertex", Int) = 0 [lilEnum] _AudioLinkVertexUVMode ("sAudioLinkVertexUVModes", Int) = 1 [lilALUVParams] _AudioLinkVertexUVParams ("Scale|Offset|sAngle|Band|Bass|Low Mid|High Mid|Treble", Vector) = (0.25,0,0,0.125) [lilVec3] _AudioLinkVertexStart ("sAudioLinkStartPosition", Vector) = (0.0,0.0,0.0,0.0) [lilVec3Float] _AudioLinkVertexStrength ("sAudioLinkVertexStrengths", Vector) = (0.0,0.0,0.0,1.0) [lilToggle] _AudioLinkAsLocal ("sAudioLinkAsLocal", Int) = 0 [NoScaleOffset] _AudioLinkLocalMap ("Local Map", 2D) = "black" {} [lilALLocal] _AudioLinkLocalMapParams ("sAudioLinkLocalMapParams", Vector) = (120,1,0,0) //---------------------------------------------------------------------------------------------------------------------- // Dissolve _DissolveMask ("Dissolve Mask", 2D) = "white" {} _DissolveNoiseMask ("Dissolve Noise Mask", 2D) = "gray" {} [lilUVAnim] _DissolveNoiseMask_ScrollRotate ("Scroll", Vector) = (0,0,0,0) _DissolveNoiseStrength ("Dissolve Noise Strength", float) = 0.1 [lilHDR] _DissolveColor ("sColor", Color) = (1,1,1,1) [lilDissolve] _DissolveParams ("sDissolveParamsModes", Vector) = (0,0,0.5,0.1) [lilDissolveP] _DissolvePos ("Dissolve Position", Vector) = (0,0,0,0) //---------------------------------------------------------------------------------------------------------------------- // ID Mask // _IDMaskCompile will enable compilation of IDMask-related systems. For compatibility, setting certain // parameters to non-zero values will also enable the IDMask feature, but this enable switch ensures that // animator-controlled IDMasked meshes will be compiled correctly. Note that this _only_ controls compilation, // and is ignored at runtime. [ToggleUI] _IDMaskCompile ("_IDMaskCompile", Int) = 0 [lilEnum] _IDMaskFrom ("_IDMaskFrom|0: UV0|1: UV1|2: UV2|3: UV3|4: UV4|5: UV5|6: UV6|7: UV7|8: VertexID", Int) = 8 [ToggleUI] _IDMask1 ("_IDMask1", Int) = 0 [ToggleUI] _IDMask2 ("_IDMask2", Int) = 0 [ToggleUI] _IDMask3 ("_IDMask3", Int) = 0 [ToggleUI] _IDMask4 ("_IDMask4", Int) = 0 [ToggleUI] _IDMask5 ("_IDMask5", Int) = 0 [ToggleUI] _IDMask6 ("_IDMask6", Int) = 0 [ToggleUI] _IDMask7 ("_IDMask7", Int) = 0 [ToggleUI] _IDMask8 ("_IDMask8", Int) = 0 [ToggleUI] _IDMaskIsBitmap ("_IDMaskIsBitmap", Int) = 0 _IDMaskIndex1 ("_IDMaskIndex1", Int) = 0 _IDMaskIndex2 ("_IDMaskIndex2", Int) = 0 _IDMaskIndex3 ("_IDMaskIndex3", Int) = 0 _IDMaskIndex4 ("_IDMaskIndex4", Int) = 0 _IDMaskIndex5 ("_IDMaskIndex5", Int) = 0 _IDMaskIndex6 ("_IDMaskIndex6", Int) = 0 _IDMaskIndex7 ("_IDMaskIndex7", Int) = 0 _IDMaskIndex8 ("_IDMaskIndex8", Int) = 0 [ToggleUI] _IDMaskControlsDissolve ("_IDMaskControlsDissolve", Int) = 0 [ToggleUI] _IDMaskPrior1 ("_IDMaskPrior1", Int) = 0 [ToggleUI] _IDMaskPrior2 ("_IDMaskPrior2", Int) = 0 [ToggleUI] _IDMaskPrior3 ("_IDMaskPrior3", Int) = 0 [ToggleUI] _IDMaskPrior4 ("_IDMaskPrior4", Int) = 0 [ToggleUI] _IDMaskPrior5 ("_IDMaskPrior5", Int) = 0 [ToggleUI] _IDMaskPrior6 ("_IDMaskPrior6", Int) = 0 [ToggleUI] _IDMaskPrior7 ("_IDMaskPrior7", Int) = 0 [ToggleUI] _IDMaskPrior8 ("_IDMaskPrior8", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // UDIM Discard [lilToggleLeft] _UDIMDiscardCompile ("sUDIMDiscard", Int) = 0 [lilEnum] _UDIMDiscardUV ("sUDIMDiscardUV|0: UV0|1: UV1|2: UV2|3: UV3", Int) = 0 [lilEnum] _UDIMDiscardMode ("sUDIMDiscardMode|0: Vertex|1: Pixel (slower)", Int) = 0 [lilToggle] _UDIMDiscardRow3_3 ("", Int) = 0 [lilToggle] _UDIMDiscardRow3_2 ("", Int) = 0 [lilToggle] _UDIMDiscardRow3_1 ("", Int) = 0 [lilToggle] _UDIMDiscardRow3_0 ("", Int) = 0 [lilToggle] _UDIMDiscardRow2_3 ("", Int) = 0 [lilToggle] _UDIMDiscardRow2_2 ("", Int) = 0 [lilToggle] _UDIMDiscardRow2_1 ("", Int) = 0 [lilToggle] _UDIMDiscardRow2_0 ("", Int) = 0 [lilToggle] _UDIMDiscardRow1_3 ("", Int) = 0 [lilToggle] _UDIMDiscardRow1_2 ("", Int) = 0 [lilToggle] _UDIMDiscardRow1_1 ("", Int) = 0 [lilToggle] _UDIMDiscardRow1_0 ("", Int) = 0 [lilToggle] _UDIMDiscardRow0_3 ("", Int) = 0 [lilToggle] _UDIMDiscardRow0_2 ("", Int) = 0 [lilToggle] _UDIMDiscardRow0_1 ("", Int) = 0 [lilToggle] _UDIMDiscardRow0_0 ("", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Encryption [lilToggle] _IgnoreEncryption ("sIgnoreEncryption", Int) = 0 _Keys ("sKeys", Vector) = (0,0,0,0) _BitKey0 ("_BitKey0", Float) = 0 _BitKey1 ("_BitKey1", Float) = 0 _BitKey2 ("_BitKey2", Float) = 0 _BitKey3 ("_BitKey3", Float) = 0 _BitKey4 ("_BitKey4", Float) = 0 _BitKey5 ("_BitKey5", Float) = 0 _BitKey6 ("_BitKey6", Float) = 0 _BitKey7 ("_BitKey7", Float) = 0 _BitKey8 ("_BitKey8", Float) = 0 _BitKey9 ("_BitKey9", Float) = 0 _BitKey10 ("_BitKey10", Float) = 0 _BitKey11 ("_BitKey11", Float) = 0 _BitKey12 ("_BitKey12", Float) = 0 _BitKey13 ("_BitKey13", Float) = 0 _BitKey14 ("_BitKey14", Float) = 0 _BitKey15 ("_BitKey15", Float) = 0 _BitKey16 ("_BitKey16", Float) = 0 _BitKey17 ("_BitKey17", Float) = 0 _BitKey18 ("_BitKey18", Float) = 0 _BitKey19 ("_BitKey19", Float) = 0 _BitKey20 ("_BitKey20", Float) = 0 _BitKey21 ("_BitKey21", Float) = 0 _BitKey22 ("_BitKey22", Float) = 0 _BitKey23 ("_BitKey23", Float) = 0 _BitKey24 ("_BitKey24", Float) = 0 _BitKey25 ("_BitKey25", Float) = 0 _BitKey26 ("_BitKey26", Float) = 0 _BitKey27 ("_BitKey27", Float) = 0 _BitKey28 ("_BitKey28", Float) = 0 _BitKey29 ("_BitKey29", Float) = 0 _BitKey30 ("_BitKey30", Float) = 0 _BitKey31 ("_BitKey31", Float) = 0 //---------------------------------------------------------------------------------------------------------------------- // Outline [lilHDR] _OutlineColor ("sColor", Color) = (0.6,0.56,0.73,1) _OutlineTex ("Texture", 2D) = "white" {} [lilUVAnim] _OutlineTex_ScrollRotate ("sScrollRotates", Vector) = (0,0,0,0) [lilHSVG] _OutlineTexHSVG ("sHSVGs", Vector) = (0,1,1,1) [lilHDR] _OutlineLitColor ("sColor", Color) = (1.0,0.2,0,0) [lilToggle] _OutlineLitApplyTex ("sColorFromMain", Int) = 0 _OutlineLitScale ("Scale", Float) = 10 _OutlineLitOffset ("Offset", Float) = -8 [lilToggle] _OutlineLitShadowReceive ("sReceiveShadow", Int) = 0 [lilOLWidth] _OutlineWidth ("Width", Range(0,1)) = 0.08 [NoScaleOffset] _OutlineWidthMask ("Width", 2D) = "white" {} _OutlineFixWidth ("sFixWidth", Range(0,1)) = 0.5 [lilEnum] _OutlineVertexR2Width ("sOutlineVertexColorUsages", Int) = 0 [lilToggle] _OutlineDeleteMesh ("sDeleteMesh0", Int) = 0 [NoScaleOffset][Normal] _OutlineVectorTex ("Vector", 2D) = "bump" {} [lilEnum] _OutlineVectorUVMode ("UV Mode|UV0|UV1|UV2|UV3", Int) = 0 _OutlineVectorScale ("Vector scale", Range(-10,10)) = 1 _OutlineEnableLighting ("sEnableLighting", Range(0, 1)) = 1 _OutlineZBias ("Z Bias", Float) = 0 [lilToggle] _OutlineDisableInVR ("sDisableInVR", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Tessellation _TessEdge ("sTessellationEdge", Range(1, 100)) = 10 _TessStrength ("sStrength", Range(0, 1)) = 0.5 _TessShrink ("sTessellationShrink", Range(0, 1)) = 0.0 [IntRange] _TessFactorMax ("sTessellationFactor", Range(1, 8)) = 3 //---------------------------------------------------------------------------------------------------------------------- // For Multi [lilToggleLeft] _UseOutline ("Use Outline", Int) = 0 [lilEnum] _TransparentMode ("Rendering Mode|Opaque|Cutout|Transparent|Refraction|Fur|FurCutout|Gem", Int) = 0 [lilToggle] _UseClippingCanceller ("sSettingClippingCanceller", Int) = 0 [lilToggle] _AsOverlay ("sAsOverlay", Int) = 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) = 43 //---------------------------------------------------------------------------------------------------------------------- // Advanced [lilEnum] _Cull ("sCullModes", Int) = 2 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("sSrcBlendRGB", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("sDstBlendRGB", Int) = 0 [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 //---------------------------------------------------------------------------------------------------------------------- // Refraction _RefractionStrength ("sStrength", Range(-1,1)) = 0.1 [PowerSlider(3.0)]_RefractionFresnelPower ("sRefractionFresnel", Range(0.01, 10)) = 0.5 [lilToggle] _RefractionColorFromMain ("sColorFromMain", Int) = 0 _RefractionColor ("sColor", Color) = (1,1,1,1) } SubShader { Tags {"RenderType" = "Opaque" "Queue" = "Transparent-100" "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 fragmentoption ARB_precision_hint_fastest #define LIL_REFRACTION #define LIL_MULTI #define LIL_MULTI_INPUTS_MAIN_TONECORRECTION #define LIL_MULTI_INPUTS_MAIN2ND #define LIL_MULTI_INPUTS_MAIN3RD #define LIL_MULTI_INPUTS_ALPHAMASK #define LIL_MULTI_INPUTS_SHADOW #define LIL_MULTI_INPUTS_RIMSHADE #define LIL_MULTI_INPUTS_BACKLIGHT #define LIL_MULTI_INPUTS_EMISSION #define LIL_MULTI_INPUTS_EMISSION_2ND #define LIL_MULTI_INPUTS_NORMAL #define LIL_MULTI_INPUTS_NORMAL_2ND #define LIL_MULTI_INPUTS_ANISOTROPY #define LIL_MULTI_INPUTS_REFLECTION #define LIL_MULTI_INPUTS_MATCAP #define LIL_MULTI_INPUTS_MATCAP_2ND #define LIL_MULTI_INPUTS_RIM #define LIL_MULTI_INPUTS_GLITTER #define LIL_MULTI_INPUTS_PARALLAX #define LIL_MULTI_INPUTS_DISTANCE_FADE #define LIL_MULTI_INPUTS_AUDIOLINK #define LIL_MULTI_INPUTS_DISSOLVE #define LIL_MULTI_INPUTS_IDMASK #define LIL_MULTI_INPUTS_UDIMDISCARD #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 ENDHLSL // Forward Pass { Name "FORWARD" Tags {"LightMode" = "SRPDefaultUnlit"} 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Main #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _COLORADDSUBDIFF_ON #pragma shader_feature_local _COLORCOLOR_ON #pragma shader_feature_local _SUNDISK_NONE #pragma shader_feature_local GEOM_TYPE_FROND #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local AUTO_KEY_VALUE #pragma shader_feature_local ANTI_FLICKER #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local SOURCE_GBUFFER #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local GEOM_TYPE_MESH #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local GEOM_TYPE_LEAF #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local PIXELSNAP_ON #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _MAPPING_6_FRAMES_LAYOUT #pragma shader_feature_local _SUNDISK_HIGH_QUALITY // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 } // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Tone correction and emission #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 {"RenderType" = "Opaque" "Queue" = "Transparent-100"} HLSLINCLUDE #define LIL_SRP_VERSION_MAJOR 17 #define LIL_SRP_VERSION_MINOR 0 #define LIL_SRP_VERSION_PATCH 3 #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_REFRACTION #define LIL_MULTI #define LIL_MULTI_INPUTS_MAIN_TONECORRECTION #define LIL_MULTI_INPUTS_MAIN2ND #define LIL_MULTI_INPUTS_MAIN3RD #define LIL_MULTI_INPUTS_ALPHAMASK #define LIL_MULTI_INPUTS_SHADOW #define LIL_MULTI_INPUTS_RIMSHADE #define LIL_MULTI_INPUTS_BACKLIGHT #define LIL_MULTI_INPUTS_EMISSION #define LIL_MULTI_INPUTS_EMISSION_2ND #define LIL_MULTI_INPUTS_NORMAL #define LIL_MULTI_INPUTS_NORMAL_2ND #define LIL_MULTI_INPUTS_ANISOTROPY #define LIL_MULTI_INPUTS_REFLECTION #define LIL_MULTI_INPUTS_MATCAP #define LIL_MULTI_INPUTS_MATCAP_2ND #define LIL_MULTI_INPUTS_RIM #define LIL_MULTI_INPUTS_GLITTER #define LIL_MULTI_INPUTS_PARALLAX #define LIL_MULTI_INPUTS_DISTANCE_FADE #define LIL_MULTI_INPUTS_AUDIOLINK #define LIL_MULTI_INPUTS_DISSOLVE #define LIL_MULTI_INPUTS_IDMASK #define LIL_MULTI_INPUTS_UDIMDISCARD #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 ENDHLSL // Forward Pass { Name "FORWARD" Tags {"LightMode" = "SRPDefaultUnlit"} 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Main #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _COLORADDSUBDIFF_ON #pragma shader_feature_local _COLORCOLOR_ON #pragma shader_feature_local _SUNDISK_NONE #pragma shader_feature_local GEOM_TYPE_FROND #pragma shader_feature_local _REQUIRE_UV2 #pragma shader_feature_local AUTO_KEY_VALUE #pragma shader_feature_local ANTI_FLICKER #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local SOURCE_GBUFFER #pragma shader_feature_local _GLOSSYREFLECTIONS_OFF #pragma shader_feature_local _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A #pragma shader_feature_local _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local GEOM_TYPE_MESH #pragma shader_feature_local _METALLICGLOSSMAP #pragma shader_feature_local GEOM_TYPE_LEAF #pragma shader_feature_local _SPECGLOSSMAP #pragma shader_feature_local _PARALLAXMAP #pragma shader_feature_local PIXELSNAP_ON #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _MAPPING_6_FRAMES_LAYOUT #pragma shader_feature_local _SUNDISK_HIGH_QUALITY // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 } // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // AlphaMask and Dissolve #pragma shader_feature_local _COLOROVERLAY_ON #pragma shader_feature_local GEOM_TYPE_BRANCH_DETAIL // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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 // Tone correction and emission #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local _EMISSION #pragma shader_feature_local GEOM_TYPE_BRANCH #pragma shader_feature_local _SUNDISK_SIMPLE // Replace keywords #include "Includes/lil_replace_keywords.hlsl" //---------------------------------------------------------------------------------------------------------------------- // 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" CustomEditor "lilToon.lilToonInspector" }