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Question by Nekojimi · Oct 19, 2018 at 08:52 PM · shader programming

Shader compile error: "unexpected TOK_PASS"

I'm just learning how to code shaders, and I've been banging my head on the wall for hours trying to solve this issue.

Basically, I want to run a shader pass multiple times, while still following DRY as much as possible. What I've done is put the code that's common between the passes inside a .cginc file, and I was planning to import this file inside each of the passes, just with a difference in a single variable.

Here's my .shader file:

 Shader "Custom/FurShader" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "white" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
         //_Layer ("Layer", Range(0,1)) = 0.0
         _Thickness ("Thickness", Float) = 0.0
         _ThickMap ("Thickness Map", 2D) = "white" {}
     }
     
     SubShader {
         Tags { "Queue"="Transparent" "RenderType"="Transparent" }
         
         Pass
         {
             CGPROGRAM
             #pragma surface surf Standard fullforwardshadows vertex:vert alpha
             #pragma target 4.0
             float _Layer = 0.0;
             #include "Fur.cginc"
             ENDCG
         }
         Pass
         {
             CGPROGRAM
             #pragma surface surf Standard fullforwardshadows vertex:vert alpha
             #pragma target 4.0
             float _Layer = 0.5;
             #include "Fur.cginc"
             ENDCG
         }
         Pass
         {
             CGPROGRAM
             #pragma surface surf Standard fullforwardshadows vertex:vert alpha
             #pragma target 4.0
             float _Layer = 1.0;
             #include "Fur.cginc"
             ENDCG
         }
     }
 }

And here's the .cginc file:

 #ifndef FUR_SHARED
 #define FUR_SHARED
 
 struct Input {
     float2 uv_MainTex;
     float3 worldPos;
 };
 
 
 sampler2D _MainTex;
 sampler2D _ThickMap;
 half _Thickness;
 half _Glossiness;
 half _Metallic;
 fixed4 _Color;
  
 void vert(inout appdata_full v)
 {
     //return mul(UNITY_MATRIX_MVP, float4(norm, 0.0) * _Thickness + pos);
     fixed t = tex2Dlod (_ThickMap, v.texcoord1);
     v.vertex.xyz += v.normal * (_Thickness * t) * _Layer;
 }
 
 void surf (Input IN, inout SurfaceOutputStandard o) 
 {
     // Albedo comes from a texture tinted by color
     float uv = IN.uv_MainTex.x + IN.uv_MainTex.y;
     fixed4 c = tex2D (_MainTex, float2(uv,_Layer)) * _Color;
     o.Albedo = c.rgb;
     // Metallic and smoothness come from slider variables
     o.Metallic = _Metallic;
     o.Smoothness = _Glossiness;
     o.Alpha = c.a;
 }
 
 #endif

Trying to compile this gives me the following error:

 Shader error in 'Fur': Parse error: syntax error, unexpected TOK_PASS, expecting TOK_SETTEXTURE or '}' at line 24

And I cannot for the life of me work out what I'm doing wrong - I've tried looking for any other shaders that do something similar and copying them, tried replacing the .cginc with a CGINCLUDE/ENDCG block, and all I've managed to do is move the error around.

Does anyone know how on earth I can fix this? Or otherwise how I can do what I'm trying to do (basically, repeating a pass) without repeating code?

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