    SubShader
    {
        Tags {*LIL_DOTS_SM_TAGS*}
        HLSLINCLUDE
            *LIL_SHADER_SETTING*
            *LIL_SRP_VERSION*
            #define LIL_TESSELLATION
            #pragma target 5.0
            #pragma exclude_renderers gles gles3 glcore
            #pragma fragmentoption ARB_precision_hint_fastest

            #pragma lil_skip_variants_decals
            #pragma lil_skip_variants_addlightshadows
            #pragma lil_skip_variants_probevolumes
            #pragma lil_skip_variants_ao
        ENDHLSL

        *LIL_INSERT_PASS_PRE*

        // Forward Back
        Pass
        {
            Name "FORWARD_BACK"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_0*"}

            Stencil
            {
                Ref [_PreStencilRef]
                ReadMask [_PreStencilReadMask]
                WriteMask [_PreStencilWriteMask]
                Comp [_PreStencilComp]
                Pass [_PreStencilPass]
                Fail [_PreStencilFail]
                ZFail [_PreStencilZFail]
            }
            Cull [_PreCull]
            ZClip [_PreZClip]
            ZWrite [_PreZWrite]
            ZTest [_PreZTest]
            ColorMask [_PreColorMask]
            Offset [_PreOffsetFactor], [_PreOffsetUnits]
            BlendOp [_PreBlendOp], [_PreBlendOpAlpha]
            Blend [_PreSrcBlend] [_PreDstBlend], [_PreSrcBlendAlpha] [_PreDstBlendAlpha]
            AlphaToMask [_PreAlphaToMask]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vertTess
            #pragma fragment frag
            #pragma hull hull
            #pragma domain domain
            #pragma require tesshw tessellation
            #pragma lil_multi_compile_forward
            #pragma lil_skip_variants_base_shadows

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_TRANSPARENT_PRE
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_forward.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // Forward
        Pass
        {
            Name "FORWARD"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_1*"}

            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 vertTess
            #pragma fragment frag
            #pragma hull hull
            #pragma domain domain
            #pragma require tesshw tessellation
            #pragma lil_multi_compile_forward
            #pragma lil_skip_variants_base_shadows

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_forward.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // Forward Outline
        Pass
        {
            Name "FORWARD_OUTLINE"
            Tags {"LightMode" = "*LIL_LIGHTMODE_FORWARD_2*"}

            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 vertTess
            #pragma fragment frag
            #pragma hull hull
            #pragma domain domain
            #pragma require tesshw tessellation
            #pragma lil_multi_compile_forward
            #pragma lil_skip_variants_outline_shadows

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #define LIL_OUTLINE
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_forward.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // ShadowCaster
        Pass
        {
            Name "SHADOW_CASTER"
            Tags {"LightMode" = "ShadowCaster"}
            Cull [_Cull]

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma lil_multi_compile_shadowcaster

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_shadowcaster.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            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 lil_multi_compile_depthonly

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_depthonly.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            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 lil_multi_compile_depthnormals

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_depthnormals.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            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 lil_multi_compile_motionvectors

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_motionvectors.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            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
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_universal2d.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        // Meta
        Pass
        {
            Name "META"
            Tags {"LightMode" = "Meta"}
            Cull Off

            HLSLPROGRAM

            //----------------------------------------------------------------------------------------------------------------------
            // Build Option
            #pragma vertex vert
            #pragma fragment frag
            #pragma lil_multi_compile_meta

            //----------------------------------------------------------------------------------------------------------------------
            // Pass
            #include "Includes/lil_pipeline_urp.hlsl"
            #include "Includes/lil_common.hlsl"
            // Insert functions and includes that depend on Unity here
            *LIL_SUBSHADER_INSERT*

            #include "Includes/lil_pass_meta.hlsl"

            *LIL_SUBSHADER_INSERT_POST*
            ENDHLSL
        }

        *LIL_INSERT_PASS_POST*
    }
    Fallback "Universal Render Pipeline/Unlit"