Shader "Hidden/ltspass_lite_opaque" { 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) = 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 //---------------------------------------------------------------------------------------------------------------------- // Outline Advanced [lilEnum] _OutlineCull ("sCullModes", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineSrcBlend ("sSrcBlendRGB", Int) = 1 [Enum(UnityEngine.Rendering.BlendMode)] _OutlineDstBlend ("sDstBlendRGB", Int) = 0 [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 } HLSLINCLUDE #define LIL_RENDER 0 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 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 //---------------------------------------------------------------------------------------------------------------------- // 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" = "SRPDefaultUnlit"} 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 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 //---------------------------------------------------------------------------------------------------------------------- // 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" = "SRPDefaultUnlit"} 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" }