Shader "_lil/[Optional] lilToonFakeShadow" { Properties { //---------------------------------------------------------------------------------------------------------------------- // Base [lilToggle] _Invisible ("sInvisible", Int) = 0 //---------------------------------------------------------------------------------------------------------------------- // Main [lilHDR] [MainColor] _Color ("sColor", Color) = (0.925,0.7,0.74,1) [MainTexture] _MainTex ("Texture", 2D) = "white" {} [lilVec3Float] _FakeShadowVector ("sFakeShadowVectors", Vector) = (0,0,0,0.05) //---------------------------------------------------------------------------------------------------------------------- // 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 //---------------------------------------------------------------------------------------------------------------------- // Advanced [lilEnum] _Cull ("sCullModes", Int) = 2 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("sSrcBlendRGB", Int) = 2 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("sDstBlendRGB", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("sSrcBlendAlpha", Int) = 0 [Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("sDstBlendAlpha", Int) = 1 [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)) = 51 [IntRange] _StencilReadMask ("ReadMask", Range(0, 255)) = 255 [IntRange] _StencilWriteMask ("WriteMask", Range(0, 255)) = 255 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Comp", Float) = 3 [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 //---------------------------------------------------------------------------------------------------------------------- // 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 } SubShader { Tags {"RenderType" = "Transparent" "Queue" = "AlphaTest+55" "ShaderModel" = "4.5"} HLSLINCLUDE #define LIL_OPTIMIZE_APPLY_SHADOW_FA #define LIL_OPTIMIZE_USE_FORWARDADD #define LIL_SRP_VERSION_MAJOR 17 #define LIL_SRP_VERSION_MINOR 3 #define LIL_SRP_VERSION_PATCH 0 #pragma target 4.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_FAKESHADOW 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 _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #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 _ _CLUSTER_LIGHT_LOOP #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_fakeshadow.hlsl" ENDHLSL } } Fallback "Universal Render Pipeline/Unlit" SubShader { Tags {"RenderType" = "Transparent" "Queue" = "AlphaTest+55"} HLSLINCLUDE #define LIL_OPTIMIZE_APPLY_SHADOW_FA #define LIL_OPTIMIZE_USE_FORWARDADD #define LIL_SRP_VERSION_MAJOR 17 #define LIL_SRP_VERSION_MINOR 3 #define LIL_SRP_VERSION_PATCH 0 #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_FAKESHADOW 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 _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #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 _ _CLUSTER_LIGHT_LOOP #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_fakeshadow.hlsl" ENDHLSL } } Fallback "Universal Render Pipeline/Unlit" CustomEditor "lilToon.lilToonInspector" }