While adding support for LWRP to custom builtin unlit shaders (using different SubShader sections and the RenderPipeline tag) I have found I also need to add Code (CSharp): "RenderPipeline" = "" to the other builtin Subshader sections. If I omit the RenderPipeline tag in the SubShader section for builtin pipeline in the same shader, it does not compile when using LWRP. Is this correct? Is it possible to have platform compiler defines (like SHADER_API_MOBILE exists, I'd want to have SHADER_API_LWRP or similar, ...) OR at least make the compiler ignore the SubShader sections targeting SRPs that are not present? If I deploy the shader into a builtin setup (no SRP packages installed), I don't want the SubShader sections with RenderPipeline = "LightweightPipeline" to be compiled nor throw any error. Thanks.