Shader "AllIn13DShader/AllIn13DShaderOutline_NoShadowCaster"
{
	Properties
	{
		<COMMON_PROPERTIES>
	}

	SubShader
	{
		PackageRequirements
		{
			"com.unity.render-pipelines.universal" : "12.0"
		}

		<BASE_PASS_URP>

		Pass
		{
			Name "AllIn13D_Outline_URP"
			Tags {"LightMode"="OutlinePass"}

			Blend [_BlendSrc] [_BlendDst]
			Cull Front

			Stencil
            {
                 Ref [_StencilRef]
                 Comp NotEqual
			}

			HLSLPROGRAM
            #pragma vertex OutlinePass_Vertex
            #pragma fragment OutlinePass_Fragment
			
			#define URP_PASS
			#define ALLIN1_OUTLINE_PASS
			
			#include "../ShaderLibrary/AllIn13DShader_FeaturesURP_Defines.hlsl"
			#include_with_pragmas "../ShaderLibrary/AllIn13DShader_FeaturesURP.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include_with_pragmas  "../ShaderLibrary/AllIn13DShader_Features.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderHelper_URP.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_OutlinePass.hlsl"

            ENDHLSL
		}
		
		<DEPTH_ONLY_PASS_URP>
		
		<DEPTH_NORMALS_PASS_URP>
		
		<META_PASS_URP>
	}

	SubShader
	{
		<BASE_PASS>
	
		Pass
		{
			Name "AllIn13D_Outline"

			Blend [_BlendSrc] [_BlendDst]
			Cull Front

			Stencil
            {
                 Ref [_StencilRef]
                 Comp [_OutlineMode]
			} 
			
			HLSLPROGRAM
			#pragma target 3.0
			
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#pragma multi_compile _ DOTS_INSTANCING_ON

            #pragma vertex OutlinePass_Vertex
            #pragma fragment OutlinePass_Fragment

            #include "UnityCG.cginc"
			#include_with_pragmas "../ShaderLibrary/AllIn13DShader_Features.hlsl"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "../ShaderLibrary/AllIn13DShader_CommonStructs.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_CommonFunctions.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderHelper_BIRP.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderLight.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_UVEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_VertexEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_FragmentEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_AlphaEffects.hlsl"
			#include "../ShaderLibrary/AllIn13DShaderCore.hlsl"
			#include "../ShaderLibrary/AllIn13DShader_OutlinePass.hlsl"
			ENDHLSL
		}
	
		<FORWARD_ADD_PASS>
	}

	<CUSTOM_EDITOR>
}