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_FEATURE_ANIMATE_MAIN_UV #define LIL_FEATURE_MAIN_TONE_CORRECTION #define LIL_FEATURE_MAIN_GRADATION_MAP #define LIL_FEATURE_MAIN2ND #define LIL_FEATURE_MAIN3RD #define LIL_FEATURE_DECAL #define LIL_FEATURE_ANIMATE_DECAL #define LIL_FEATURE_LAYER_DISSOLVE #define LIL_FEATURE_ALPHAMASK #define LIL_FEATURE_SHADOW #define LIL_FEATURE_RECEIVE_SHADOW #define LIL_FEATURE_SHADOW_3RD #define LIL_FEATURE_SHADOW_LUT #define LIL_FEATURE_RIMSHADE #define LIL_FEATURE_EMISSION_1ST #define LIL_FEATURE_EMISSION_2ND #define LIL_FEATURE_ANIMATE_EMISSION_UV #define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV #define LIL_FEATURE_EMISSION_GRADATION #define LIL_FEATURE_NORMAL_1ST #define LIL_FEATURE_NORMAL_2ND #define LIL_FEATURE_ANISOTROPY #define LIL_FEATURE_REFLECTION #define LIL_FEATURE_MATCAP #define LIL_FEATURE_MATCAP_2ND #define LIL_FEATURE_RIMLIGHT #define LIL_FEATURE_RIMLIGHT_DIRECTION #define LIL_FEATURE_GLITTER #define LIL_FEATURE_BACKLIGHT #define LIL_FEATURE_PARALLAX #define LIL_FEATURE_POM #define LIL_FEATURE_DISTANCE_FADE #define LIL_FEATURE_AUDIOLINK #define LIL_FEATURE_AUDIOLINK_VERTEX #define LIL_FEATURE_AUDIOLINK_LOCAL #define LIL_FEATURE_DISSOLVE #define LIL_FEATURE_DITHER #define LIL_FEATURE_IDMASK #define LIL_FEATURE_UDIMDISCARD #define LIL_FEATURE_OUTLINE_TONE_CORRECTION #define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW #define LIL_FEATURE_ANIMATE_OUTLINE_UV #define LIL_FEATURE_FUR_COLLISION #define LIL_FEATURE_MainGradationTex #define LIL_FEATURE_MainColorAdjustMask #define LIL_FEATURE_Main2ndTex #define LIL_FEATURE_Main2ndBlendMask #define LIL_FEATURE_Main2ndDissolveMask #define LIL_FEATURE_Main2ndDissolveNoiseMask #define LIL_FEATURE_Main3rdTex #define LIL_FEATURE_Main3rdBlendMask #define LIL_FEATURE_Main3rdDissolveMask #define LIL_FEATURE_Main3rdDissolveNoiseMask #define LIL_FEATURE_AlphaMask #define LIL_FEATURE_BumpMap #define LIL_FEATURE_Bump2ndMap #define LIL_FEATURE_Bump2ndScaleMask #define LIL_FEATURE_AnisotropyTangentMap #define LIL_FEATURE_AnisotropyScaleMask #define LIL_FEATURE_AnisotropyShiftNoiseMask #define LIL_FEATURE_ShadowBorderMask #define LIL_FEATURE_ShadowBlurMask #define LIL_FEATURE_ShadowStrengthMask #define LIL_FEATURE_ShadowColorTex #define LIL_FEATURE_Shadow2ndColorTex #define LIL_FEATURE_Shadow3rdColorTex #define LIL_FEATURE_RimShadeMask #define LIL_FEATURE_BacklightColorTex #define LIL_FEATURE_SmoothnessTex #define LIL_FEATURE_MetallicGlossMap #define LIL_FEATURE_ReflectionColorTex #define LIL_FEATURE_ReflectionCubeTex #define LIL_FEATURE_MatCapTex #define LIL_FEATURE_MatCapBlendMask #define LIL_FEATURE_MatCapBumpMap #define LIL_FEATURE_MatCap2ndTex #define LIL_FEATURE_MatCap2ndBlendMask #define LIL_FEATURE_MatCap2ndBumpMap #define LIL_FEATURE_RimColorTex #define LIL_FEATURE_GlitterColorTex #define LIL_FEATURE_GlitterShapeTex #define LIL_FEATURE_EmissionMap #define LIL_FEATURE_EmissionBlendMask #define LIL_FEATURE_EmissionGradTex #define LIL_FEATURE_Emission2ndMap #define LIL_FEATURE_Emission2ndBlendMask #define LIL_FEATURE_Emission2ndGradTex #define LIL_FEATURE_ParallaxMap #define LIL_FEATURE_AudioLinkMask #define LIL_FEATURE_AudioLinkLocalMap #define LIL_FEATURE_DissolveMask #define LIL_FEATURE_DissolveNoiseMask #define LIL_FEATURE_OutlineTex #define LIL_FEATURE_OutlineWidthMask #define LIL_FEATURE_OutlineVectorTex #define LIL_FEATURE_FurNoiseMask #define LIL_FEATURE_FurMask #define LIL_FEATURE_FurLengthMask #define LIL_FEATURE_FurVectorTex #define LIL_OPTIMIZE_APPLY_SHADOW_FA #define LIL_OPTIMIZE_USE_FORWARDADD #define LIL_OPTIMIZE_USE_VERTEXLIGHT #pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE #define LIL_SRP_VERSION_MAJOR 17 #define LIL_SRP_VERSION_MINOR 0 #define LIL_SRP_VERSION_PATCH 4 #pragma target 4.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_FAKESHADOW #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 LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE #pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma skip_variants VERTEXLIGHT_ON LIGHTPROBE_SH #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 USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #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_fakeshadow.hlsl" ENDHLSL } } Fallback "Universal Render Pipeline/Unlit" SubShader { Tags {"RenderType" = "Transparent" "Queue" = "AlphaTest+55"} HLSLINCLUDE #define LIL_FEATURE_ANIMATE_MAIN_UV #define LIL_FEATURE_MAIN_TONE_CORRECTION #define LIL_FEATURE_MAIN_GRADATION_MAP #define LIL_FEATURE_MAIN2ND #define LIL_FEATURE_MAIN3RD #define LIL_FEATURE_DECAL #define LIL_FEATURE_ANIMATE_DECAL #define LIL_FEATURE_LAYER_DISSOLVE #define LIL_FEATURE_ALPHAMASK #define LIL_FEATURE_SHADOW #define LIL_FEATURE_RECEIVE_SHADOW #define LIL_FEATURE_SHADOW_3RD #define LIL_FEATURE_SHADOW_LUT #define LIL_FEATURE_RIMSHADE #define LIL_FEATURE_EMISSION_1ST #define LIL_FEATURE_EMISSION_2ND #define LIL_FEATURE_ANIMATE_EMISSION_UV #define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV #define LIL_FEATURE_EMISSION_GRADATION #define LIL_FEATURE_NORMAL_1ST #define LIL_FEATURE_NORMAL_2ND #define LIL_FEATURE_ANISOTROPY #define LIL_FEATURE_REFLECTION #define LIL_FEATURE_MATCAP #define LIL_FEATURE_MATCAP_2ND #define LIL_FEATURE_RIMLIGHT #define LIL_FEATURE_RIMLIGHT_DIRECTION #define LIL_FEATURE_GLITTER #define LIL_FEATURE_BACKLIGHT #define LIL_FEATURE_PARALLAX #define LIL_FEATURE_POM #define LIL_FEATURE_DISTANCE_FADE #define LIL_FEATURE_AUDIOLINK #define LIL_FEATURE_AUDIOLINK_VERTEX #define LIL_FEATURE_AUDIOLINK_LOCAL #define LIL_FEATURE_DISSOLVE #define LIL_FEATURE_DITHER #define LIL_FEATURE_IDMASK #define LIL_FEATURE_UDIMDISCARD #define LIL_FEATURE_OUTLINE_TONE_CORRECTION #define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW #define LIL_FEATURE_ANIMATE_OUTLINE_UV #define LIL_FEATURE_FUR_COLLISION #define LIL_FEATURE_MainGradationTex #define LIL_FEATURE_MainColorAdjustMask #define LIL_FEATURE_Main2ndTex #define LIL_FEATURE_Main2ndBlendMask #define LIL_FEATURE_Main2ndDissolveMask #define LIL_FEATURE_Main2ndDissolveNoiseMask #define LIL_FEATURE_Main3rdTex #define LIL_FEATURE_Main3rdBlendMask #define LIL_FEATURE_Main3rdDissolveMask #define LIL_FEATURE_Main3rdDissolveNoiseMask #define LIL_FEATURE_AlphaMask #define LIL_FEATURE_BumpMap #define LIL_FEATURE_Bump2ndMap #define LIL_FEATURE_Bump2ndScaleMask #define LIL_FEATURE_AnisotropyTangentMap #define LIL_FEATURE_AnisotropyScaleMask #define LIL_FEATURE_AnisotropyShiftNoiseMask #define LIL_FEATURE_ShadowBorderMask #define LIL_FEATURE_ShadowBlurMask #define LIL_FEATURE_ShadowStrengthMask #define LIL_FEATURE_ShadowColorTex #define LIL_FEATURE_Shadow2ndColorTex #define LIL_FEATURE_Shadow3rdColorTex #define LIL_FEATURE_RimShadeMask #define LIL_FEATURE_BacklightColorTex #define LIL_FEATURE_SmoothnessTex #define LIL_FEATURE_MetallicGlossMap #define LIL_FEATURE_ReflectionColorTex #define LIL_FEATURE_ReflectionCubeTex #define LIL_FEATURE_MatCapTex #define LIL_FEATURE_MatCapBlendMask #define LIL_FEATURE_MatCapBumpMap #define LIL_FEATURE_MatCap2ndTex #define LIL_FEATURE_MatCap2ndBlendMask #define LIL_FEATURE_MatCap2ndBumpMap #define LIL_FEATURE_RimColorTex #define LIL_FEATURE_GlitterColorTex #define LIL_FEATURE_GlitterShapeTex #define LIL_FEATURE_EmissionMap #define LIL_FEATURE_EmissionBlendMask #define LIL_FEATURE_EmissionGradTex #define LIL_FEATURE_Emission2ndMap #define LIL_FEATURE_Emission2ndBlendMask #define LIL_FEATURE_Emission2ndGradTex #define LIL_FEATURE_ParallaxMap #define LIL_FEATURE_AudioLinkMask #define LIL_FEATURE_AudioLinkLocalMap #define LIL_FEATURE_DissolveMask #define LIL_FEATURE_DissolveNoiseMask #define LIL_FEATURE_OutlineTex #define LIL_FEATURE_OutlineWidthMask #define LIL_FEATURE_OutlineVectorTex #define LIL_FEATURE_FurNoiseMask #define LIL_FEATURE_FurMask #define LIL_FEATURE_FurLengthMask #define LIL_FEATURE_FurVectorTex #define LIL_OPTIMIZE_APPLY_SHADOW_FA #define LIL_OPTIMIZE_USE_FORWARDADD #define LIL_OPTIMIZE_USE_VERTEXLIGHT #pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE #define LIL_SRP_VERSION_MAJOR 17 #define LIL_SRP_VERSION_MINOR 0 #define LIL_SRP_VERSION_PATCH 4 #pragma target 3.5 #pragma fragmentoption ARB_precision_hint_fastest #define LIL_FAKESHADOW #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 LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE #pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma skip_variants VERTEXLIGHT_ON LIGHTPROBE_SH #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 USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #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_fakeshadow.hlsl" ENDHLSL } } Fallback "Universal Render Pipeline/Unlit" CustomEditor "lilToon.lilToonInspector" }