             ENDHLSL
         }
 
-        Pass
-        {
-            Name "Distortion" // Name is not used
-            Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
-
-            Blend [_DistortionSrcBlend] [_DistortionDstBlend], [_DistortionBlurSrcBlend] [_DistortionBlurDstBlend]
-            BlendOp Add, [_DistortionBlurBlendOp]
-            ZTest [_ZTestModeDistortion]
-            ZWrite off
-            Cull [_CullMode]
-
-            HLSLPROGRAM
-
-            #define SHADERPASS SHADERPASS_DISTORTION
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDistortionPass.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
-
-            ENDHLSL
-        }
-
-        Pass
-        {
-            Name "TransparentDepthPrepass"
-            Tags{ "LightMode" = "TransparentDepthPrepass" }
-
-            Cull[_CullMode]
-            ZWrite On
-            ColorMask 0
-
-            HLSLPROGRAM
-
-            #define SHADERPASS SHADERPASS_DEPTH_ONLY
-            #define CUTOFF_TRANSPARENT_DEPTH_PREPASS
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
-
-            ENDHLSL
-        }
-
-        // Caution: Order is important: TransparentBackface, then Forward/ForwardOnly
-        Pass
-        {
-            Name "TransparentBackface"
-            Tags { "LightMode" = "TransparentBackface" }
-
-            Blend [_SrcBlend] [_DstBlend]
-            ZWrite [_ZWrite]
-            Cull Front
-
-            HLSLPROGRAM
-
-            #pragma multi_compile _ DEBUG_DISPLAY
-            #pragma multi_compile _ LIGHTMAP_ON
-            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
-            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
-            #pragma multi_compile _ SHADOWS_SHADOWMASK
-            // Setup DECALS_OFF so the shader stripper can remove variants
-            #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
-            
-            // Supported shadow modes per light type
-            #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
-
-            // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Lighting/Forward.hlsl"
-            //#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
-            #define LIGHTLOOP_TILE_PASS
-            #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
-
-            #define SHADERPASS SHADERPASS_FORWARD
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-    #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
-
-        #ifdef DEBUG_DISPLAY
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
-        #endif
-
-            // The light loop (or lighting architecture) is in charge to:
-            // - Define light list
-            // - Define the light loop
-            // - Setup the constant/data
-            // - Do the reflection hierarchy
-            // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
-
-            #define HAS_LIGHTLOOP
-
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
-
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
-
-            ENDHLSL
-        }
-
-        Pass
-        {
-            Name "Forward" // Name is not used
-            Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
-
-            Stencil
-            {
-                WriteMask [_StencilWriteMask]
-                Ref [_StencilRef]
-                Comp Always
-                Pass Replace
-            }
-
-            Blend [_SrcBlend] [_DstBlend]
-            // In case of forward we want to have depth equal for opaque mesh
-            ZTest [_ZTestDepthEqualForOpaque]
-            ZWrite [_ZWrite]
-            Cull [_CullModeForward]
-
-            HLSLPROGRAM
-
-            #pragma multi_compile _ DEBUG_DISPLAY
-            #pragma multi_compile _ LIGHTMAP_ON
-            #pragma multi_compile _ DIRLIGHTMAP_COMBINED
-            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
-            #pragma multi_compile _ SHADOWS_SHADOWMASK
-            // Setup DECALS_OFF so the shader stripper can remove variants
-            #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
-            
-            // Supported shadow modes per light type
-            #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
-
-            // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Lighting/Forward.hlsl"
-            //#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
-            #define LIGHTLOOP_TILE_PASS
-            #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
-
-            #define SHADERPASS SHADERPASS_FORWARD
-            // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
-            #ifndef _SURFACE_TYPE_TRANSPARENT
-                #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
-            #endif
-
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
-    #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
-
-        #ifdef DEBUG_DISPLAY
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
-        #endif
-
-            // The light loop (or lighting architecture) is in charge to:
-            // - Define light list
-            // - Define the light loop
-            // - Setup the constant/data
-            // - Do the reflection hierarchy
-            // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
-
-            #define HAS_LIGHTLOOP
-
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
-
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
-
-            ENDHLSL
-        }
-
-        Pass
-        {
-            Name "TransparentDepthPostpass"
-            Tags { "LightMode" = "TransparentDepthPostpass" }
-
-            Cull[_CullMode]
-            ZWrite On
-            ColorMask 0
-
-            HLSLPROGRAM
-
-            #define SHADERPASS SHADERPASS_DEPTH_ONLY
-            #define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-    #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
-            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
-
-            ENDHLSL
-        }
     }
 
     CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"

            #pragma multi_compile _ WRITE_NORMAL_BUFFER
            #pragma multi_compile _ WRITE_MSAA_DEPTH
            
            //Alembic velocities are computed 
            //on runtime side and submitted via texcoord 3.
            //-------------------------------
            //#define _REQUIRE_UV3
            //-------------------------------


    SubShader
    {
        Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader" }

		// Default to normal HD Render Pipeline Lit Passes.
        UsePass "HDRenderPipeline/Lit/SCENESELECTIONPASS"
        UsePass "HDRenderPipeline/Lit/GBUFFER"
        UsePass "HDRenderPipeline/Lit/META"
        UsePass "HDRenderPipeline/Lit/SHADOWCASTER"
        UsePass "HDRenderPipeline/Lit/DEPTHONLY"
		UsePass "HDRenderPipeline/Lit/DISTORTION"
		UsePass "HDRenderPipeline/Lit/TRANSPARENTDEPTHPREPASS"
		UsePass "HDRenderPipeline/Lit/TRANSPARENTBACKFACE"
		UsePass "HDRenderPipeline/Lit/FORWARD"
		UsePass "HDRenderPipeline/Lit/TRANSPARENTDEPTHPOSTPASS"

		// Alembic: Override the MotionVectors pass to integrate runtime velocities.
		/////////////////////////////////////////////////////////////////////////////
        Pass
        {
            Name "Motion Vectors"
