482 lines
25 KiB
GLSL
482 lines
25 KiB
GLSL
Shader "_lil/[Optional] lilToonFakeShadow"
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{
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Properties
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{
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//----------------------------------------------------------------------------------------------------------------------
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// Base
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[lilToggle] _Invisible ("sInvisible", Int) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Main
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[lilHDR] [MainColor] _Color ("sColor", Color) = (0.925,0.7,0.74,1)
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[MainTexture] _MainTex ("Texture", 2D) = "white" {}
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[lilVec3Float] _FakeShadowVector ("sFakeShadowVectors", Vector) = (0,0,0,0.05)
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//----------------------------------------------------------------------------------------------------------------------
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// Encryption
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[lilToggle] _IgnoreEncryption ("sIgnoreEncryption", Int) = 0
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_Keys ("sKeys", Vector) = (0,0,0,0)
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_BitKey0 ("_BitKey0", Float) = 0
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_BitKey1 ("_BitKey1", Float) = 0
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_BitKey2 ("_BitKey2", Float) = 0
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_BitKey3 ("_BitKey3", Float) = 0
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_BitKey4 ("_BitKey4", Float) = 0
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_BitKey5 ("_BitKey5", Float) = 0
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_BitKey6 ("_BitKey6", Float) = 0
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_BitKey7 ("_BitKey7", Float) = 0
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_BitKey8 ("_BitKey8", Float) = 0
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_BitKey9 ("_BitKey9", Float) = 0
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_BitKey10 ("_BitKey10", Float) = 0
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_BitKey11 ("_BitKey11", Float) = 0
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_BitKey12 ("_BitKey12", Float) = 0
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_BitKey13 ("_BitKey13", Float) = 0
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_BitKey14 ("_BitKey14", Float) = 0
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_BitKey15 ("_BitKey15", Float) = 0
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_BitKey16 ("_BitKey16", Float) = 0
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_BitKey17 ("_BitKey17", Float) = 0
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_BitKey18 ("_BitKey18", Float) = 0
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_BitKey19 ("_BitKey19", Float) = 0
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_BitKey20 ("_BitKey20", Float) = 0
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_BitKey21 ("_BitKey21", Float) = 0
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_BitKey22 ("_BitKey22", Float) = 0
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_BitKey23 ("_BitKey23", Float) = 0
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_BitKey24 ("_BitKey24", Float) = 0
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_BitKey25 ("_BitKey25", Float) = 0
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_BitKey26 ("_BitKey26", Float) = 0
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_BitKey27 ("_BitKey27", Float) = 0
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_BitKey28 ("_BitKey28", Float) = 0
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_BitKey29 ("_BitKey29", Float) = 0
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_BitKey30 ("_BitKey30", Float) = 0
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_BitKey31 ("_BitKey31", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Advanced
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[lilEnum] _Cull ("sCullModes", Int) = 2
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("sSrcBlendRGB", Int) = 2
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("sDstBlendRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("sSrcBlendAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("sDstBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("sBlendOpRGB", Int) = 0
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlpha ("sBlendOpAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendFA ("sSrcBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendFA ("sDstBlendRGB", Int) = 1
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[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlphaFA ("sSrcBlendAlpha", Int) = 0
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[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlphaFA ("sDstBlendAlpha", Int) = 1
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpFA ("sBlendOpRGB", Int) = 4
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[Enum(UnityEngine.Rendering.BlendOp)] _BlendOpAlphaFA ("sBlendOpAlpha", Int) = 4
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[lilToggle] _ZClip ("sZClip", Int) = 1
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[lilToggle] _ZWrite ("sZWrite", Int) = 1
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("sZTest", Int) = 4
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[IntRange] _StencilRef ("Ref", Range(0, 255)) = 51
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[IntRange] _StencilReadMask ("ReadMask", Range(0, 255)) = 255
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[IntRange] _StencilWriteMask ("WriteMask", Range(0, 255)) = 255
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[Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Comp", Float) = 3
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("Pass", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Fail", Float) = 0
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[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("ZFail", Float) = 0
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_OffsetFactor ("sOffsetFactor", Float) = 0
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_OffsetUnits ("sOffsetUnits", Float) = 0
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[lilColorMask] _ColorMask ("sColorMask", Int) = 15
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[lilToggle] _AlphaToMask ("sAlphaToMask", Int) = 0
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_lilShadowCasterBias ("Shadow Caster Bias", Float) = 0
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//----------------------------------------------------------------------------------------------------------------------
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// Save (Unused)
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[HideInInspector] _BaseColor ("sColor", Color) = (1,1,1,1)
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[HideInInspector] _BaseMap ("Texture", 2D) = "white" {}
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[HideInInspector] _BaseColorMap ("Texture", 2D) = "white" {}
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[HideInInspector] _lilToonVersion ("Version", Int) = 43
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}
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SubShader
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{
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Tags {"RenderType" = "Transparent" "Queue" = "AlphaTest+55" "ShaderModel" = "4.5"}
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HLSLINCLUDE
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#define LIL_FEATURE_ANIMATE_MAIN_UV
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#define LIL_FEATURE_MAIN_TONE_CORRECTION
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#define LIL_FEATURE_MAIN_GRADATION_MAP
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#define LIL_FEATURE_MAIN2ND
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#define LIL_FEATURE_MAIN3RD
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#define LIL_FEATURE_DECAL
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#define LIL_FEATURE_ANIMATE_DECAL
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#define LIL_FEATURE_LAYER_DISSOLVE
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#define LIL_FEATURE_ALPHAMASK
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#define LIL_FEATURE_SHADOW
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#define LIL_FEATURE_RECEIVE_SHADOW
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#define LIL_FEATURE_SHADOW_3RD
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#define LIL_FEATURE_SHADOW_LUT
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#define LIL_FEATURE_RIMSHADE
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#define LIL_FEATURE_EMISSION_1ST
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#define LIL_FEATURE_EMISSION_2ND
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#define LIL_FEATURE_ANIMATE_EMISSION_UV
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#define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV
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#define LIL_FEATURE_EMISSION_GRADATION
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#define LIL_FEATURE_NORMAL_1ST
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#define LIL_FEATURE_NORMAL_2ND
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#define LIL_FEATURE_ANISOTROPY
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#define LIL_FEATURE_REFLECTION
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#define LIL_FEATURE_MATCAP
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#define LIL_FEATURE_MATCAP_2ND
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#define LIL_FEATURE_RIMLIGHT
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#define LIL_FEATURE_RIMLIGHT_DIRECTION
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#define LIL_FEATURE_GLITTER
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#define LIL_FEATURE_BACKLIGHT
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#define LIL_FEATURE_PARALLAX
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#define LIL_FEATURE_POM
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#define LIL_FEATURE_DISTANCE_FADE
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#define LIL_FEATURE_AUDIOLINK
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#define LIL_FEATURE_AUDIOLINK_VERTEX
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#define LIL_FEATURE_AUDIOLINK_LOCAL
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#define LIL_FEATURE_DISSOLVE
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#define LIL_FEATURE_DITHER
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#define LIL_FEATURE_IDMASK
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#define LIL_FEATURE_UDIMDISCARD
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#define LIL_FEATURE_OUTLINE_TONE_CORRECTION
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#define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW
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#define LIL_FEATURE_ANIMATE_OUTLINE_UV
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#define LIL_FEATURE_FUR_COLLISION
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#define LIL_FEATURE_MainGradationTex
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#define LIL_FEATURE_MainColorAdjustMask
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#define LIL_FEATURE_Main2ndTex
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#define LIL_FEATURE_Main2ndBlendMask
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#define LIL_FEATURE_Main2ndDissolveMask
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#define LIL_FEATURE_Main2ndDissolveNoiseMask
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#define LIL_FEATURE_Main3rdTex
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#define LIL_FEATURE_Main3rdBlendMask
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#define LIL_FEATURE_Main3rdDissolveMask
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#define LIL_FEATURE_Main3rdDissolveNoiseMask
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#define LIL_FEATURE_AlphaMask
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#define LIL_FEATURE_BumpMap
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#define LIL_FEATURE_Bump2ndMap
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#define LIL_FEATURE_Bump2ndScaleMask
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#define LIL_FEATURE_AnisotropyTangentMap
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#define LIL_FEATURE_AnisotropyScaleMask
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#define LIL_FEATURE_AnisotropyShiftNoiseMask
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#define LIL_FEATURE_ShadowBorderMask
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#define LIL_FEATURE_ShadowBlurMask
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#define LIL_FEATURE_ShadowStrengthMask
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#define LIL_FEATURE_ShadowColorTex
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#define LIL_FEATURE_Shadow2ndColorTex
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#define LIL_FEATURE_Shadow3rdColorTex
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#define LIL_FEATURE_RimShadeMask
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#define LIL_FEATURE_BacklightColorTex
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#define LIL_FEATURE_SmoothnessTex
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#define LIL_FEATURE_MetallicGlossMap
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#define LIL_FEATURE_ReflectionColorTex
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#define LIL_FEATURE_ReflectionCubeTex
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#define LIL_FEATURE_MatCapTex
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#define LIL_FEATURE_MatCapBlendMask
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#define LIL_FEATURE_MatCapBumpMap
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#define LIL_FEATURE_MatCap2ndTex
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#define LIL_FEATURE_MatCap2ndBlendMask
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#define LIL_FEATURE_MatCap2ndBumpMap
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#define LIL_FEATURE_RimColorTex
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#define LIL_FEATURE_GlitterColorTex
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#define LIL_FEATURE_GlitterShapeTex
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#define LIL_FEATURE_EmissionMap
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#define LIL_FEATURE_EmissionBlendMask
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#define LIL_FEATURE_EmissionGradTex
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#define LIL_FEATURE_Emission2ndMap
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#define LIL_FEATURE_Emission2ndBlendMask
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#define LIL_FEATURE_Emission2ndGradTex
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#define LIL_FEATURE_ParallaxMap
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#define LIL_FEATURE_AudioLinkMask
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#define LIL_FEATURE_AudioLinkLocalMap
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#define LIL_FEATURE_DissolveMask
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#define LIL_FEATURE_DissolveNoiseMask
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#define LIL_FEATURE_OutlineTex
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#define LIL_FEATURE_OutlineWidthMask
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#define LIL_FEATURE_OutlineVectorTex
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#define LIL_FEATURE_FurNoiseMask
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#define LIL_FEATURE_FurMask
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#define LIL_FEATURE_FurLengthMask
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#define LIL_FEATURE_FurVectorTex
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#define LIL_OPTIMIZE_APPLY_SHADOW_FA
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#define LIL_OPTIMIZE_USE_FORWARDADD
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#define LIL_OPTIMIZE_USE_VERTEXLIGHT
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#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
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#define LIL_SRP_VERSION_MAJOR 17
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#define LIL_SRP_VERSION_MINOR 0
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#define LIL_SRP_VERSION_PATCH 4
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#pragma target 4.5
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#pragma fragmentoption ARB_precision_hint_fastest
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#define LIL_FAKESHADOW
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#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
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#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
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#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma skip_variants VERTEXLIGHT_ON LIGHTPROBE_SH
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#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
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#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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#pragma skip_variants _SCREEN_SPACE_OCCLUSION
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#pragma skip_variants USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#pragma skip_variants _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
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ENDHLSL
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// Forward
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Pass
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{
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Name "FORWARD"
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Tags {"LightMode" = "SRPDefaultUnlit"}
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Stencil
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{
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Ref [_StencilRef]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilPass]
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Fail [_StencilFail]
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ZFail [_StencilZFail]
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}
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Cull [_Cull]
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ZClip [_ZClip]
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ZWrite [_ZWrite]
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ZTest [_ZTest]
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ColorMask [_ColorMask]
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Offset [_OffsetFactor], [_OffsetUnits]
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BlendOp [_BlendOp], [_BlendOpAlpha]
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Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
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AlphaToMask [_AlphaToMask]
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HLSLPROGRAM
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//----------------------------------------------------------------------------------------------------------------------
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// Build Option
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_vertex _ FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define LIL_PASS_FORWARD
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//----------------------------------------------------------------------------------------------------------------------
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// Pass
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#include "Includes/lil_pipeline_urp.hlsl"
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#include "Includes/lil_common.hlsl"
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// Insert functions and includes that depend on Unity here
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#include "Includes/lil_pass_forward_fakeshadow.hlsl"
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ENDHLSL
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}
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}
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Fallback "Universal Render Pipeline/Unlit"
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SubShader
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{
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Tags {"RenderType" = "Transparent" "Queue" = "AlphaTest+55"}
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HLSLINCLUDE
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#define LIL_FEATURE_ANIMATE_MAIN_UV
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#define LIL_FEATURE_MAIN_TONE_CORRECTION
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#define LIL_FEATURE_MAIN_GRADATION_MAP
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#define LIL_FEATURE_MAIN2ND
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#define LIL_FEATURE_MAIN3RD
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#define LIL_FEATURE_DECAL
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#define LIL_FEATURE_ANIMATE_DECAL
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#define LIL_FEATURE_LAYER_DISSOLVE
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#define LIL_FEATURE_ALPHAMASK
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#define LIL_FEATURE_SHADOW
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#define LIL_FEATURE_RECEIVE_SHADOW
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#define LIL_FEATURE_SHADOW_3RD
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#define LIL_FEATURE_SHADOW_LUT
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#define LIL_FEATURE_RIMSHADE
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#define LIL_FEATURE_EMISSION_1ST
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#define LIL_FEATURE_EMISSION_2ND
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#define LIL_FEATURE_ANIMATE_EMISSION_UV
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#define LIL_FEATURE_ANIMATE_EMISSION_MASK_UV
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#define LIL_FEATURE_EMISSION_GRADATION
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#define LIL_FEATURE_NORMAL_1ST
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#define LIL_FEATURE_NORMAL_2ND
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#define LIL_FEATURE_ANISOTROPY
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#define LIL_FEATURE_REFLECTION
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#define LIL_FEATURE_MATCAP
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#define LIL_FEATURE_MATCAP_2ND
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#define LIL_FEATURE_RIMLIGHT
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#define LIL_FEATURE_RIMLIGHT_DIRECTION
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#define LIL_FEATURE_GLITTER
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#define LIL_FEATURE_BACKLIGHT
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#define LIL_FEATURE_PARALLAX
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#define LIL_FEATURE_POM
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#define LIL_FEATURE_DISTANCE_FADE
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#define LIL_FEATURE_AUDIOLINK
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#define LIL_FEATURE_AUDIOLINK_VERTEX
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#define LIL_FEATURE_AUDIOLINK_LOCAL
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#define LIL_FEATURE_DISSOLVE
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#define LIL_FEATURE_DITHER
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#define LIL_FEATURE_IDMASK
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#define LIL_FEATURE_UDIMDISCARD
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#define LIL_FEATURE_OUTLINE_TONE_CORRECTION
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#define LIL_FEATURE_OUTLINE_RECEIVE_SHADOW
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#define LIL_FEATURE_ANIMATE_OUTLINE_UV
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#define LIL_FEATURE_FUR_COLLISION
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#define LIL_FEATURE_MainGradationTex
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#define LIL_FEATURE_MainColorAdjustMask
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#define LIL_FEATURE_Main2ndTex
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#define LIL_FEATURE_Main2ndBlendMask
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#define LIL_FEATURE_Main2ndDissolveMask
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#define LIL_FEATURE_Main2ndDissolveNoiseMask
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#define LIL_FEATURE_Main3rdTex
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#define LIL_FEATURE_Main3rdBlendMask
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#define LIL_FEATURE_Main3rdDissolveMask
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#define LIL_FEATURE_Main3rdDissolveNoiseMask
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#define LIL_FEATURE_AlphaMask
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#define LIL_FEATURE_BumpMap
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#define LIL_FEATURE_Bump2ndMap
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#define LIL_FEATURE_Bump2ndScaleMask
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#define LIL_FEATURE_AnisotropyTangentMap
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#define LIL_FEATURE_AnisotropyScaleMask
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#define LIL_FEATURE_AnisotropyShiftNoiseMask
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#define LIL_FEATURE_ShadowBorderMask
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#define LIL_FEATURE_ShadowBlurMask
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#define LIL_FEATURE_ShadowStrengthMask
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#define LIL_FEATURE_ShadowColorTex
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#define LIL_FEATURE_Shadow2ndColorTex
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#define LIL_FEATURE_Shadow3rdColorTex
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#define LIL_FEATURE_RimShadeMask
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#define LIL_FEATURE_BacklightColorTex
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#define LIL_FEATURE_SmoothnessTex
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#define LIL_FEATURE_MetallicGlossMap
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#define LIL_FEATURE_ReflectionColorTex
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#define LIL_FEATURE_ReflectionCubeTex
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#define LIL_FEATURE_MatCapTex
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#define LIL_FEATURE_MatCapBlendMask
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#define LIL_FEATURE_MatCapBumpMap
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#define LIL_FEATURE_MatCap2ndTex
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#define LIL_FEATURE_MatCap2ndBlendMask
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#define LIL_FEATURE_MatCap2ndBumpMap
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#define LIL_FEATURE_RimColorTex
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#define LIL_FEATURE_GlitterColorTex
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#define LIL_FEATURE_GlitterShapeTex
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#define LIL_FEATURE_EmissionMap
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#define LIL_FEATURE_EmissionBlendMask
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#define LIL_FEATURE_EmissionGradTex
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#define LIL_FEATURE_Emission2ndMap
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#define LIL_FEATURE_Emission2ndBlendMask
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#define LIL_FEATURE_Emission2ndGradTex
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#define LIL_FEATURE_ParallaxMap
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#define LIL_FEATURE_AudioLinkMask
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#define LIL_FEATURE_AudioLinkLocalMap
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#define LIL_FEATURE_DissolveMask
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#define LIL_FEATURE_DissolveNoiseMask
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#define LIL_FEATURE_OutlineTex
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#define LIL_FEATURE_OutlineWidthMask
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#define LIL_FEATURE_OutlineVectorTex
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#define LIL_FEATURE_FurNoiseMask
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#define LIL_FEATURE_FurMask
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#define LIL_FEATURE_FurLengthMask
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#define LIL_FEATURE_FurVectorTex
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#define LIL_OPTIMIZE_APPLY_SHADOW_FA
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|
#define LIL_OPTIMIZE_USE_FORWARDADD
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|
#define LIL_OPTIMIZE_USE_VERTEXLIGHT
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#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
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#define LIL_SRP_VERSION_MAJOR 17
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|
#define LIL_SRP_VERSION_MINOR 0
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#define LIL_SRP_VERSION_PATCH 4
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|
|
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#pragma target 3.5
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#pragma fragmentoption ARB_precision_hint_fastest
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#define LIL_FAKESHADOW
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|
|
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#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
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#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
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|
#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"
|
|
}
|