// Made with Amplify Shader Editor v1.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Polytope Studio/PT_Rock_Shader"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[NoScaleOffset]_BaseTexture("Base Texture", 2D) = "white" {}
		_Smoothness("Smoothness", Range( 0 , 1)) = 0.2
		[Toggle(_GRADIENTONOFF_ON)] _GRADIENTONOFF("GRADIENT  ON/OFF", Float) = 0
		[HDR]_TopColor("Top Color", Color) = (0.4811321,0.4036026,0.2382966,1)
		[HDR]_GroundColor("Ground Color", Color) = (0.08490568,0.05234205,0.04846032,1)
		[HideInInspector]_SnowDirection("Snow Direction", Vector) = (0.1,1,0.1,0)
		_Gradient("Gradient ", Range( 0 , 1)) = 1
		[Toggle]_WorldObjectGradient("World/Object Gradient", Float) = 1
		[Toggle(_DECALSONOFF_ON)] _DECALSONOFF("DECALS ON/OFF", Float) = 0
		[NoScaleOffset]_DecalsTexture("Decals Texture", 2D) = "white" {}
		_DecalsColor("Decals Color", Color) = (0,0,0,0)
		[Toggle]_DECALEMISSIONONOFF("DECAL EMISSION ON/OFF", Float) = 1
		[HDR]_DecakEmissionColor("Decak Emission Color", Color) = (1,0.9248579,0,0)
		_DecalEmissionIntensity("Decal Emission Intensity", Range( 0 , 10)) = 4
		[Toggle]_ANIMATEDECALEMISSIONONOFF("ANIMATE DECAL EMISSION ON/OFF", Float) = 1
		[Toggle(_DETAILTEXTUREONOFF_ON)] _DETAILTEXTUREONOFF("DETAIL TEXTURE  ON/OFF", Float) = 0
		[NoScaleOffset]_DetailTexture("Detail Texture", 2D) = "white" {}
		_DetailTextureTiling("Detail Texture Tiling", Range( 0.1 , 10)) = 0.5
		[Toggle(_SNOWONOFF_ON)] _SNOWONOFF("SNOW ON/OFF", Float) = 0
		_SnowCoverage("Snow Coverage", Range( 0 , 1)) = 0.46
		_SnowAmount("Snow Amount", Range( 0 , 1)) = 1
		_SnowFade("Snow Fade", Range( 0 , 1)) = 0.32
		[Toggle]_SnowNoiseOnOff("Snow Noise On/Off", Float) = 1
		_SnowNoiseScale("Snow Noise Scale", Range( 0 , 100)) = 87.23351
		_SnowNoiseContrast("Snow Noise Contrast", Range( 0 , 1)) = 0.002
		[HideInInspector]_Vector1("Vector 1", Vector) = (0,1,0,0)
		[Toggle(_TOPPROJECTIONONOFF_ON)] _TOPPROJECTIONONOFF("TOP PROJECTION ON/OFF", Float) = 0
		[NoScaleOffset]_TopProjectionTexture("Top Projection Texture", 2D) = "white" {}
		_TopProjectionTextureTiling("Top Projection Texture Tiling", Range( 0.1 , 10)) = 0.5
		_TopProjectionTextureCoverage("Top Projection Texture  Coverage", Range( 0 , 1)) = 1
		[HDR]_OreColor("Ore Color", Color) = (1,0.9248579,0,0)
		[Toggle]_OREEMISSIONONOFF("ORE EMISSION ON/OFF", Float) = 0
		[HDR]_OreEmissionColor("Ore Emission Color", Color) = (1,0.9248579,0,0)
		_OreEmissionIntensity("Ore Emission Intensity", Range( 0 , 10)) = 1
		[Toggle]_ANIMATEOREEMISSIONONOFF("ANIMATE ORE  EMISSION ON/OFF", Float) = 0
		[HideInInspector] _texcoord2( "", 2D ) = "white" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}


		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

		[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
		[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0

		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector] _QueueControl("_QueueControl", Float) = -1

        [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}

		//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
	}

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }

		Cull Back
		ZWrite On
		ZTest LEqual
		Offset 0 , 0
		AlphaToMask Off

		

		HLSLINCLUDE
		#pragma target 4.5
		#pragma prefer_hlslcc gles
		// ensure rendering platforms toggle list is visible

		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"

		#ifndef ASE_TESS_FUNCS
		#define ASE_TESS_FUNCS
		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		#endif //ASE_TESS_FUNCS
		ENDHLSL

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="UniversalForward" }

			Blend One Zero, One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA

			

			HLSLPROGRAM

			#pragma multi_compile_fragment _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
            #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
			#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
			#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile _ _LIGHT_LAYERS
			#pragma multi_compile_fragment _ _LIGHT_COOKIES
			#pragma multi_compile _ _FORWARD_PLUS

			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile _ USE_LEGACY_LIGHTMAPS

			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_FORWARD

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_COLOR
			#pragma shader_feature_local _SNOWONOFF_ON
			#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
			#pragma shader_feature_local _DECALSONOFF_ON
			#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
			#pragma shader_feature_local _GRADIENTONOFF_ON


			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float4 lightmapUVOrVertexSH : TEXCOORD1;
				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					half4 fogFactorAndVertexLight : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					float4 shadowCoord : TEXCOORD6;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
					float2 dynamicLightmapUV : TEXCOORD7;
				#endif	
				#if defined(USE_APV_PROBE_OCCLUSION)
					float4 probeOcclusion : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				float4 ase_texcoord10 : TEXCOORD10;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _BaseTexture;
			sampler2D _DetailTexture;
			sampler2D _DecalsTexture;
			sampler2D _TopProjectionTexture;


			inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				float negProjNormalY = max( 0, projNormal.y * -nsign.y );
				projNormal.y = max( 0, projNormal.y * nsign.y );
				half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
				xNorm  = tex2D( midTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				half4 xNorm; half4 yNorm; half4 zNorm;
				xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
			}
			
			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				float2 i = floor( v + dot( v, C.yy ) );
				float2 x0 = v - i + dot( i, C.xx );
				float2 i1;
				i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod2D289( i );
				float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
				float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
				m = m * m;
				m = m * m;
				float3 x = 2.0 * frac( p * C.www ) - 1.0;
				float3 h = abs( x ) - 0.5;
				float3 ox = floor( x + 0.5 );
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot( m, g );
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				output.ase_texcoord9.xy = input.texcoord.xy;
				output.ase_texcoord10 = input.positionOS;
				output.ase_texcoord9.zw = input.texcoord1.xy;
				output.ase_color = input.ase_color;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif
				input.normalOS = input.normalOS;
				input.tangentOS = input.tangentOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );

				output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
				output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
				output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );

				#if defined(LIGHTMAP_ON)
					OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				#endif

				#if defined(DYNAMICLIGHTMAP_ON)
					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif

				OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
					output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif

				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					output.fogFactorAndVertexLight = 0;
					#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
						output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
					#endif
					#ifdef _ADDITIONAL_LIGHTS_VERTEX
						half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
						output.fogFactorAndVertexLight.yzw = vertexLight;
					#endif
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.tangentOS = input.tangentOS;
				output.texcoord = input.texcoord;
				output.texcoord1 = input.texcoord1;
				output.texcoord2 = input.texcoord2;
				output.ase_color = input.ase_color;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag ( PackedVaryings input
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						#ifdef _WRITE_RENDERING_LAYERS
						, out float4 outRenderingLayers : SV_Target1
						#endif
						 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
				#else
					float3 WorldNormal = normalize( input.tSpace0.xyz );
					float3 WorldTangent = input.tSpace1.xyz;
					float3 WorldBiTangent = input.tSpace2.xyz;
				#endif

				float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					ShadowCoords = input.shadowCoord;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
				#endif

				WorldViewDirection = SafeNormalize( WorldViewDirection );

				float2 uv_BaseTexture490 = input.ase_texcoord9.xy;
				float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
				float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord10.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
				float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
				float4 Gradient630 = lerpResult629;
				float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
				float4 blendOpSrc643 = BASETEXTURE498;
				float4 blendOpDest643 = color644;
				#ifdef _GRADIENTONOFF_ON
				float4 staticSwitch634 = ( Gradient630 * ( saturate(  (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
				#else
				float4 staticSwitch634 = BASETEXTURE498;
				#endif
				float2 temp_cast_0 = (_DetailTextureTiling).xx;
				float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, WorldNormal, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
				float4 DETAILTEXTUREvar414 = triplanar173;
				#ifdef _DETAILTEXTUREONOFF_ON
				float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
				#else
				float4 staticSwitch543 = staticSwitch634;
				#endif
				float4 decalscolor730 = _DecalsColor;
				float2 uv1_DecalsTexture495 = input.ase_texcoord9.zw;
				float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
				float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
				#ifdef _DECALSONOFF_ON
				float4 staticSwitch600 = lerpResult596;
				#else
				float4 staticSwitch600 = staticSwitch543;
				#endif
				float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
				float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, WorldNormal, 1.0, temp_cast_4, 1.0, 0 );
				float4 TOPPROJECTION527 = triplanar525;
				float dotResult524 = dot( WorldNormal , _Vector1 );
				float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
				float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
				float TOPPROJECTIONMASK528 = clampResult584;
				float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
				#ifdef _TOPPROJECTIONONOFF_ON
				float4 staticSwitch557 = lerpResult555;
				#else
				float4 staticSwitch557 = staticSwitch600;
				#endif
				float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float dotResult211 = dot( WorldNormal , _SnowDirection );
				float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
				float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
				float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
				float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
				float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
				simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
				float saferPower216 = abs( simplePerlin2D213 );
				float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
				#ifdef _SNOWONOFF_ON
				float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
				#else
				float4 staticSwitch545 = staticSwitch557;
				#endif
				float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
				float4 COLOR539 = lerpResult607;
				
				float3 temp_cast_9 = (1.0).xxx;
				float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor720 = lerpResult718.rgb;
				float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
				float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
				float3 temp_cast_12 = (0.1).xxx;
				float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor704 = lerpResult703.rgb;
				float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
				float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
				
				float4 color617 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				

				float3 BaseColor = COLOR539.rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = ( _Smoothness * color617 ).r;
				float Occlusion = 1;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = input.positionCS.z;
				#endif

				#ifdef _CLEARCOAT
					float CoatMask = 0;
					float CoatSmoothness = 0;
				#endif

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = WorldPosition;
				inputData.positionCS = input.positionCS;
				inputData.viewDirectionWS = WorldViewDirection;

				#ifdef _NORMALMAP
						#if _NORMAL_DROPOFF_TS
							inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
						#elif _NORMAL_DROPOFF_OS
							inputData.normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							inputData.normalWS = Normal;
						#endif
					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
				#else
					inputData.normalWS = WorldNormal;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					inputData.shadowCoord = ShadowCoords;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
				#else
					inputData.shadowCoord = float4(0, 0, 0, 0);
				#endif

				#ifdef ASE_FOG
					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
				#endif
				#ifdef _ADDITIONAL_LIGHTS_VERTEX
					inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float3 SH = SampleSH(inputData.normalWS.xyz);
				#else
					float3 SH = input.lightmapUVOrVertexSH.xyz;
				#endif

				#if defined(DYNAMICLIGHTMAP_ON)
					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
					inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
				#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
					inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
						inputData.normalWS,
						inputData.viewDirectionWS,
						input.positionCS.xy,
						input.probeOcclusion,
						inputData.shadowMask );
				#else
					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
					inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
				#endif

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;

				#if defined(DEBUG_DISPLAY)
					#if defined(DYNAMICLIGHTMAP_ON)
						inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
					#endif
					#if defined(LIGHTMAP_ON)
						inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
					#else
						inputData.vertexSH = SH;
					#endif
					#if defined(USE_APV_PROBE_OCCLUSION)
						inputData.probeOcclusion = input.probeOcclusion;
					#endif
				#endif

				SurfaceData surfaceData;
				surfaceData.albedo              = BaseColor;
				surfaceData.metallic            = saturate(Metallic);
				surfaceData.specular            = Specular;
				surfaceData.smoothness          = saturate(Smoothness),
				surfaceData.occlusion           = Occlusion,
				surfaceData.emission            = Emission,
				surfaceData.alpha               = saturate(Alpha);
				surfaceData.normalTS            = Normal;
				surfaceData.clearCoatMask       = 0;
				surfaceData.clearCoatSmoothness = 1;

				#ifdef _CLEARCOAT
					surfaceData.clearCoatMask       = saturate(CoatMask);
					surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
				#endif

				#ifdef _DBUFFER
					ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
				#endif

				#ifdef _ASE_LIGHTING_SIMPLE
					half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
				#else
					half4 color = UniversalFragmentPBR( inputData, surfaceData);
				#endif

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;

					#define SUM_LIGHT_TRANSMISSION(Light)\
						float3 atten = Light.color * Light.distanceAttenuation;\
						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
						half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
						color.rgb += BaseColor * transmission;

					SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );

					#if defined(_ADDITIONAL_LIGHTS)
						uint meshRenderingLayers = GetMeshRenderingLayer();
						uint pixelLightCount = GetAdditionalLightsCount();
						#if USE_FORWARD_PLUS
							[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
							{
								FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK

								Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
								#ifdef _LIGHT_LAYERS
								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
								#endif
								{
									SUM_LIGHT_TRANSMISSION( light );
								}
							}
						#endif
						LIGHT_LOOP_BEGIN( pixelLightCount )
							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
							#ifdef _LIGHT_LAYERS
							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
							#endif
							{
								SUM_LIGHT_TRANSMISSION( light );
							}
						LIGHT_LOOP_END
					#endif
				}
				#endif

				#ifdef ASE_TRANSLUCENCY
				{
					float shadow = _TransShadow;
					float normal = _TransNormal;
					float scattering = _TransScattering;
					float direct = _TransDirect;
					float ambient = _TransAmbient;
					float strength = _TransStrength;

					#define SUM_LIGHT_TRANSLUCENCY(Light)\
						float3 atten = Light.color * Light.distanceAttenuation;\
						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
						half3 lightDir = Light.direction + inputData.normalWS * normal;\
						half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
						half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
						color.rgb += BaseColor * translucency * strength;

					SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );

					#if defined(_ADDITIONAL_LIGHTS)
						uint meshRenderingLayers = GetMeshRenderingLayer();
						uint pixelLightCount = GetAdditionalLightsCount();
						#if USE_FORWARD_PLUS
							[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
							{
								FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK

								Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
								#ifdef _LIGHT_LAYERS
								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
								#endif
								{
									SUM_LIGHT_TRANSLUCENCY( light );
								}
							}
						#endif
						LIGHT_LOOP_BEGIN( pixelLightCount )
							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
							#ifdef _LIGHT_LAYERS
							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
							#endif
							{
								SUM_LIGHT_TRANSLUCENCY( light );
							}
						LIGHT_LOOP_END
					#endif
				}
				#endif

				#ifdef ASE_REFRACTION
					float4 projScreenPos = ScreenPos / ScreenPos.w;
					float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
					projScreenPos.xy += refractionOffset.xy;
					float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
					color.rgb = lerp( refraction, color.rgb, color.a );
					color.a = 1;
				#endif

				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
					color.rgb *= color.a;
				#endif

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
					#else
						color.rgb = MixFog(color.rgb, inputData.fogCoord);
					#endif
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
				#endif

				return color;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "ShadowCaster"
			Tags { "LightMode"="ShadowCaster" }

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM

			#pragma multi_compile _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_SHADOWCASTER

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float3 positionWS : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD2;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			float3 _LightDirection;
			float3 _LightPosition;

			PackedVaryings VertexFunction( Attributes input )
			{
				PackedVaryings output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
				float3 normalWS = TransformObjectToWorldDir(input.normalOS);

				#if _CASTING_PUNCTUAL_LIGHT_SHADOW
					float3 lightDirectionWS = normalize(_LightPosition - positionWS);
				#else
					float3 lightDirectionWS = _LightDirection;
				#endif

				float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));

				//code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
				positionCS = ApplyShadowClamping(positionCS);

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = positionCS;
				output.clipPosV = positionCS;
				output.positionWS = positionWS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(	PackedVaryings input
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( input );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				float3 WorldPosition = input.positionWS;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				

				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = input.positionCS.z;
				#endif

				#ifdef _ALPHATEST_ON
					#ifdef _ALPHATEST_SHADOW_ON
						clip(Alpha - AlphaClipThresholdShadow);
					#else
						clip(Alpha - AlphaClipThreshold);
					#endif
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return 0;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "DepthOnly"
			Tags { "LightMode"="DepthOnly" }

			ZWrite On
			ColorMask R
			AlphaToMask Off

			HLSLPROGRAM

			#pragma multi_compile _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float3 positionWS : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD2;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				output.positionWS = vertexInput.positionWS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(	PackedVaryings input
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				float3 WorldPosition = input.positionWS;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				

				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = input.positionCS.z;
				#endif

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return 0;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "Meta"
			Tags { "LightMode"="Meta" }

			Cull Off

			HLSLPROGRAM
			#pragma multi_compile_fragment _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003

			#pragma shader_feature EDITOR_VISUALIZATION

			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_META

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_FRAG_COLOR
			#pragma shader_feature_local _SNOWONOFF_ON
			#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
			#pragma shader_feature_local _DECALSONOFF_ON
			#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
			#pragma shader_feature_local _GRADIENTONOFF_ON


			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 texcoord0 : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 positionWS : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD1;
				#endif
				#ifdef EDITOR_VISUALIZATION
					float4 VizUV : TEXCOORD2;
					float4 LightCoord : TEXCOORD3;
				#endif
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _BaseTexture;
			sampler2D _DetailTexture;
			sampler2D _DecalsTexture;
			sampler2D _TopProjectionTexture;


			inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				float negProjNormalY = max( 0, projNormal.y * -nsign.y );
				projNormal.y = max( 0, projNormal.y * nsign.y );
				half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
				xNorm  = tex2D( midTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				half4 xNorm; half4 yNorm; half4 zNorm;
				xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
			}
			
			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				float2 i = floor( v + dot( v, C.yy ) );
				float2 x0 = v - i + dot( i, C.xx );
				float2 i1;
				i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod2D289( i );
				float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
				float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
				m = m * m;
				m = m * m;
				float3 x = 2.0 * frac( p * C.www ) - 1.0;
				float3 h = abs( x ) - 0.5;
				float3 ox = floor( x + 0.5 );
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot( m, g );
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				float3 ase_normalWS = TransformObjectToWorldNormal(input.normalOS);
				output.ase_texcoord6.xyz = ase_normalWS;
				
				output.ase_texcoord4.xy = input.texcoord0.xy;
				output.ase_texcoord5 = input.positionOS;
				output.ase_texcoord4.zw = input.texcoord1.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord6.w = 0;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					output.positionWS = positionWS;
				#endif

				output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );

				#ifdef EDITOR_VISUALIZATION
					float2 VizUV = 0;
					float4 LightCoord = 0;
					UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
					output.VizUV = float4(VizUV, 0, 0);
					output.LightCoord = LightCoord;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = output.positionCS;
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 texcoord0 : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.texcoord0 = input.texcoord0;
				output.texcoord1 = input.texcoord1;
				output.texcoord2 = input.texcoord2;
				output.ase_color = input.ase_color;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = input.positionWS;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_BaseTexture490 = input.ase_texcoord4.xy;
				float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
				float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord5.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
				float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
				float4 Gradient630 = lerpResult629;
				float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
				float4 blendOpSrc643 = BASETEXTURE498;
				float4 blendOpDest643 = color644;
				#ifdef _GRADIENTONOFF_ON
				float4 staticSwitch634 = ( Gradient630 * ( saturate(  (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
				#else
				float4 staticSwitch634 = BASETEXTURE498;
				#endif
				float2 temp_cast_0 = (_DetailTextureTiling).xx;
				float3 ase_normalWS = input.ase_texcoord6.xyz;
				float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
				float4 DETAILTEXTUREvar414 = triplanar173;
				#ifdef _DETAILTEXTUREONOFF_ON
				float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
				#else
				float4 staticSwitch543 = staticSwitch634;
				#endif
				float4 decalscolor730 = _DecalsColor;
				float2 uv1_DecalsTexture495 = input.ase_texcoord4.zw;
				float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
				float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
				#ifdef _DECALSONOFF_ON
				float4 staticSwitch600 = lerpResult596;
				#else
				float4 staticSwitch600 = staticSwitch543;
				#endif
				float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
				float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_4, 1.0, 0 );
				float4 TOPPROJECTION527 = triplanar525;
				float dotResult524 = dot( ase_normalWS , _Vector1 );
				float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
				float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
				float TOPPROJECTIONMASK528 = clampResult584;
				float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
				#ifdef _TOPPROJECTIONONOFF_ON
				float4 staticSwitch557 = lerpResult555;
				#else
				float4 staticSwitch557 = staticSwitch600;
				#endif
				float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float dotResult211 = dot( ase_normalWS , _SnowDirection );
				float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
				float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
				float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
				float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
				float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
				simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
				float saferPower216 = abs( simplePerlin2D213 );
				float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
				#ifdef _SNOWONOFF_ON
				float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
				#else
				float4 staticSwitch545 = staticSwitch557;
				#endif
				float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
				float4 COLOR539 = lerpResult607;
				
				float3 temp_cast_9 = (1.0).xxx;
				float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor720 = lerpResult718.rgb;
				float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
				float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
				float3 temp_cast_12 = (0.1).xxx;
				float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor704 = lerpResult703.rgb;
				float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
				float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
				

				float3 BaseColor = COLOR539.rgb;
				float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				MetaInput metaInput = (MetaInput)0;
				metaInput.Albedo = BaseColor;
				metaInput.Emission = Emission;
				#ifdef EDITOR_VISUALIZATION
					metaInput.VizUV = input.VizUV.xy;
					metaInput.LightCoord = input.LightCoord;
				#endif

				return UnityMetaFragment(metaInput);
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "Universal2D"
			Tags { "LightMode"="Universal2D" }

			Blend One Zero, One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA

			HLSLPROGRAM

			#pragma multi_compile_fragment _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_2D

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#pragma shader_feature_local _SNOWONOFF_ON
			#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
			#pragma shader_feature_local _DECALSONOFF_ON
			#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
			#pragma shader_feature_local _GRADIENTONOFF_ON


			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 positionWS : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _BaseTexture;
			sampler2D _DetailTexture;
			sampler2D _DecalsTexture;
			sampler2D _TopProjectionTexture;


			inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				float negProjNormalY = max( 0, projNormal.y * -nsign.y );
				projNormal.y = max( 0, projNormal.y * nsign.y );
				half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
				xNorm  = tex2D( midTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				half4 xNorm; half4 yNorm; half4 zNorm;
				xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
			}
			
			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				float2 i = floor( v + dot( v, C.yy ) );
				float2 x0 = v - i + dot( i, C.xx );
				float2 i1;
				i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod2D289( i );
				float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
				float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
				m = m * m;
				m = m * m;
				float3 x = 2.0 * frac( p * C.www ) - 1.0;
				float3 h = abs( x ) - 0.5;
				float3 ox = floor( x + 0.5 );
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot( m, g );
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID( input );
				UNITY_TRANSFER_INSTANCE_ID( input, output );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );

				float3 ase_normalWS = TransformObjectToWorldNormal(input.normalOS);
				output.ase_texcoord4.xyz = ase_normalWS;
				
				output.ase_texcoord2.xy = input.ase_texcoord.xy;
				output.ase_texcoord3 = input.positionOS;
				output.ase_texcoord2.zw = input.ase_texcoord1.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord4.w = 0;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					output.positionWS = vertexInput.positionWS;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.ase_texcoord = input.ase_texcoord;
				output.ase_texcoord1 = input.ase_texcoord1;
				output.ase_color = input.ase_color;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( input );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = input.positionWS;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_BaseTexture490 = input.ase_texcoord2.xy;
				float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
				float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord3.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
				float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
				float4 Gradient630 = lerpResult629;
				float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
				float4 blendOpSrc643 = BASETEXTURE498;
				float4 blendOpDest643 = color644;
				#ifdef _GRADIENTONOFF_ON
				float4 staticSwitch634 = ( Gradient630 * ( saturate(  (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
				#else
				float4 staticSwitch634 = BASETEXTURE498;
				#endif
				float2 temp_cast_0 = (_DetailTextureTiling).xx;
				float3 ase_normalWS = input.ase_texcoord4.xyz;
				float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
				float4 DETAILTEXTUREvar414 = triplanar173;
				#ifdef _DETAILTEXTUREONOFF_ON
				float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
				#else
				float4 staticSwitch543 = staticSwitch634;
				#endif
				float4 decalscolor730 = _DecalsColor;
				float2 uv1_DecalsTexture495 = input.ase_texcoord2.zw;
				float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
				float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
				#ifdef _DECALSONOFF_ON
				float4 staticSwitch600 = lerpResult596;
				#else
				float4 staticSwitch600 = staticSwitch543;
				#endif
				float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
				float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, ase_normalWS, 1.0, temp_cast_4, 1.0, 0 );
				float4 TOPPROJECTION527 = triplanar525;
				float dotResult524 = dot( ase_normalWS , _Vector1 );
				float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
				float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
				float TOPPROJECTIONMASK528 = clampResult584;
				float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
				#ifdef _TOPPROJECTIONONOFF_ON
				float4 staticSwitch557 = lerpResult555;
				#else
				float4 staticSwitch557 = staticSwitch600;
				#endif
				float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float dotResult211 = dot( ase_normalWS , _SnowDirection );
				float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
				float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
				float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
				float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
				float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
				simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
				float saferPower216 = abs( simplePerlin2D213 );
				float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
				#ifdef _SNOWONOFF_ON
				float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
				#else
				float4 staticSwitch545 = staticSwitch557;
				#endif
				float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
				float4 COLOR539 = lerpResult607;
				

				float3 BaseColor = COLOR539.rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				half4 color = half4(BaseColor, Alpha );

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				return color;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "DepthNormals"
			Tags { "LightMode"="DepthNormals" }

			ZWrite On
			Blend One Zero
			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

			#pragma multi_compile _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
			//#define SHADERPASS SHADERPASS_DEPTHNORMALS

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float3 positionWS : TEXCOORD1;
				float3 normalWS : TEXCOORD2;
				float4 tangentWS : TEXCOORD3;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD4;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;
				input.tangentOS = input.tangentOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
				float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				output.positionWS = vertexInput.positionWS;
				output.normalWS = normalWS;
				output.tangentWS = tangentWS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.tangentOS = input.tangentOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			void frag(	PackedVaryings input
						, out half4 outNormalWS : SV_Target0
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						#ifdef _WRITE_RENDERING_LAYERS
						, out float4 outRenderingLayers : SV_Target1
						#endif
						 )
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				float3 WorldNormal = input.normalWS;
				float4 WorldTangent = input.tangentWS;
				float3 WorldPosition = input.positionWS;
				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				

				float3 Normal = float3(0, 0, 1);
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = input.positionCS.z;
				#endif

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				#if defined(_GBUFFER_NORMALS_OCT)
					float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
					outNormalWS = half4(packedNormalWS, 0.0);
				#else
					#if defined(_NORMALMAP)
						#if _NORMAL_DROPOFF_TS
							float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
							float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
							float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
						#elif _NORMAL_DROPOFF_OS
							float3 normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							float3 normalWS = Normal;
						#endif
					#else
						float3 normalWS = WorldNormal;
					#endif
					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
				#endif
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "GBuffer"
			Tags { "LightMode"="UniversalGBuffer" }

			Blend One Zero, One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA
			

			HLSLPROGRAM

			#pragma multi_compile_fragment _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
			#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
			#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED

			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON

			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SHADERPASS SHADERPASS_GBUFFER

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif
			
			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_COLOR
			#pragma shader_feature_local _SNOWONOFF_ON
			#pragma shader_feature_local _TOPPROJECTIONONOFF_ON
			#pragma shader_feature_local _DECALSONOFF_ON
			#pragma shader_feature_local _DETAILTEXTUREONOFF_ON
			#pragma shader_feature_local _GRADIENTONOFF_ON


			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
				#define ASE_SV_DEPTH SV_DepthLessEqual
				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
			#else
				#define ASE_SV_DEPTH SV_Depth
				#define ASE_SV_POSITION_QUALIFIERS
			#endif

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float4 lightmapUVOrVertexSH : TEXCOORD1;
				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					half4 fogFactorAndVertexLight : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				float4 shadowCoord : TEXCOORD6;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
				float2 dynamicLightmapUV : TEXCOORD7;
				#endif
				#if defined(USE_APV_PROBE_OCCLUSION)
					float4 probeOcclusion : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				float4 ase_texcoord10 : TEXCOORD10;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _BaseTexture;
			sampler2D _DetailTexture;
			sampler2D _DecalsTexture;
			sampler2D _TopProjectionTexture;


			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"

			inline float4 TriplanarSampling173( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				float negProjNormalY = max( 0, projNormal.y * -nsign.y );
				projNormal.y = max( 0, projNormal.y * nsign.y );
				half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
				xNorm  = tex2D( midTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling525( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
			{
				float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
				projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
				float3 nsign = sign( worldNormal );
				half4 xNorm; half4 yNorm; half4 zNorm;
				xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
				yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
				zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
				return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
			}
			
			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				float2 i = floor( v + dot( v, C.yy ) );
				float2 x0 = v - i + dot( i, C.xx );
				float2 i1;
				i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod2D289( i );
				float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
				float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
				m = m * m;
				m = m * m;
				float3 x = 2.0 * frac( p * C.www ) - 1.0;
				float3 h = abs( x ) - 0.5;
				float3 ox = floor( x + 0.5 );
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot( m, g );
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				output.ase_texcoord9.xy = input.texcoord.xy;
				output.ase_texcoord10 = input.positionOS;
				output.ase_texcoord9.zw = input.texcoord1.xy;
				output.ase_color = input.ase_color;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;
				input.tangentOS = input.tangentOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );

				output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
				output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
				output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);

				#if defined(LIGHTMAP_ON)
					OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
				#endif

				#if defined(DYNAMICLIGHTMAP_ON)
					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif

				OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
					output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif

				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					output.fogFactorAndVertexLight = 0;
					#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
						// @diogo: no fog applied in GBuffer
					#endif
					#ifdef _ADDITIONAL_LIGHTS_VERTEX
						half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
						output.fogFactorAndVertexLight.yzw = vertexLight;
					#endif
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.tangentOS = input.tangentOS;
				output.texcoord = input.texcoord;
				output.texcoord1 = input.texcoord1;
				output.texcoord2 = input.texcoord2;
				output.ase_color = input.ase_color;
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			FragmentOutput frag ( PackedVaryings input
								#ifdef ASE_DEPTH_WRITE_ON
								,out float outputDepth : ASE_SV_DEPTH
								#endif
								 )
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
				#else
					float3 WorldNormal = normalize( input.tSpace0.xyz );
					float3 WorldTangent = input.tSpace1.xyz;
					float3 WorldBiTangent = input.tSpace2.xyz;
				#endif

				float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					ShadowCoords = input.shadowCoord;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
				#else
					ShadowCoords = float4(0, 0, 0, 0);
				#endif

				WorldViewDirection = SafeNormalize( WorldViewDirection );

				float2 uv_BaseTexture490 = input.ase_texcoord9.xy;
				float4 BASETEXTURE498 = tex2D( _BaseTexture, uv_BaseTexture490 );
				float clampResult627 = clamp( ( ( (( _WorldObjectGradient )?( input.ase_texcoord10.y ):( WorldPosition.y )) + 1.5 ) * _Gradient ) , -1.0 , 1.0 );
				float4 lerpResult629 = lerp( _GroundColor , _TopColor , clampResult627);
				float4 Gradient630 = lerpResult629;
				float4 color644 = IsGammaSpace() ? float4(0.8962264,0.8962264,0.8962264,0) : float4(0.7799658,0.7799658,0.7799658,0);
				float4 blendOpSrc643 = BASETEXTURE498;
				float4 blendOpDest643 = color644;
				#ifdef _GRADIENTONOFF_ON
				float4 staticSwitch634 = ( Gradient630 * ( saturate(  (( blendOpSrc643 > 0.5 ) ? ( 1.0 - ( 1.0 - 2.0 * ( blendOpSrc643 - 0.5 ) ) * ( 1.0 - blendOpDest643 ) ) : ( 2.0 * blendOpSrc643 * blendOpDest643 ) ) )) );
				#else
				float4 staticSwitch634 = BASETEXTURE498;
				#endif
				float2 temp_cast_0 = (_DetailTextureTiling).xx;
				float4 triplanar173 = TriplanarSampling173( _DetailTexture, _DetailTexture, _DetailTexture, WorldPosition, WorldNormal, 1.0, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) );
				float4 DETAILTEXTUREvar414 = triplanar173;
				#ifdef _DETAILTEXTUREONOFF_ON
				float4 staticSwitch543 = ( DETAILTEXTUREvar414 * staticSwitch634 );
				#else
				float4 staticSwitch543 = staticSwitch634;
				#endif
				float4 decalscolor730 = _DecalsColor;
				float2 uv1_DecalsTexture495 = input.ase_texcoord9.zw;
				float DECALSMASK497 = tex2D( _DecalsTexture, uv1_DecalsTexture495 ).a;
				float4 lerpResult596 = lerp( staticSwitch543 , decalscolor730 , DECALSMASK497);
				#ifdef _DECALSONOFF_ON
				float4 staticSwitch600 = lerpResult596;
				#else
				float4 staticSwitch600 = staticSwitch543;
				#endif
				float2 temp_cast_4 = (_TopProjectionTextureTiling).xx;
				float4 triplanar525 = TriplanarSampling525( _TopProjectionTexture, WorldPosition, WorldNormal, 1.0, temp_cast_4, 1.0, 0 );
				float4 TOPPROJECTION527 = triplanar525;
				float dotResult524 = dot( WorldNormal , _Vector1 );
				float saferPower582 = abs( ( ( dotResult524 * _TopProjectionTextureCoverage ) * 3.0 ) );
				float clampResult584 = clamp( pow( saferPower582 , 5.0 ) , 0.0 , 1.0 );
				float TOPPROJECTIONMASK528 = clampResult584;
				float4 lerpResult555 = lerp( staticSwitch600 , TOPPROJECTION527 , TOPPROJECTIONMASK528);
				#ifdef _TOPPROJECTIONONOFF_ON
				float4 staticSwitch557 = lerpResult555;
				#else
				float4 staticSwitch557 = staticSwitch600;
				#endif
				float4 color205 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float dotResult211 = dot( WorldNormal , _SnowDirection );
				float smoothstepResult552 = smoothstep( 0.0 , _SnowFade , ( (-1.0 + (_SnowCoverage - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + dotResult211 ));
				float4 temp_output_363_0 = ( ( (0.0 + (_SnowAmount - 0.0) * (10.0 - 0.0) / (1.0 - 0.0)) * color205 ) * smoothstepResult552 );
				float4 transform200 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
				float4 appendResult209 = (float4(transform200.x , transform200.z , 0.0 , 0.0));
				float simplePerlin2D213 = snoise( appendResult209.xy*_SnowNoiseScale );
				simplePerlin2D213 = simplePerlin2D213*0.5 + 0.5;
				float saferPower216 = abs( simplePerlin2D213 );
				float4 SNOW220 = (( _SnowNoiseOnOff )?( ( pow( saferPower216 , _SnowNoiseContrast ) * temp_output_363_0 ) ):( temp_output_363_0 ));
				#ifdef _SNOWONOFF_ON
				float4 staticSwitch545 = ( staticSwitch557 + SNOW220 );
				#else
				float4 staticSwitch545 = staticSwitch557;
				#endif
				float4 lerpResult607 = lerp( staticSwitch545 , _OreColor , ( 1.0 - input.ase_color.a ));
				float4 COLOR539 = lerpResult607;
				
				float3 temp_cast_9 = (1.0).xxx;
				float4 color717 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color716 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult718 = lerp( color717 , color716 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor720 = lerpResult718.rgb;
				float desaturateDot720 = dot( desaturateInitialColor720, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar720 = lerp( desaturateInitialColor720, desaturateDot720.xxx, 1.0 );
				float4 Decalemission685 = (( _DECALEMISSIONONOFF )?( ( ( float4( ( _DecalEmissionIntensity * (( _ANIMATEDECALEMISSIONONOFF )?( desaturateVar720 ):( temp_cast_9 )) ) , 0.0 ) * _DecakEmissionColor ) * DECALSMASK497 ) ):( float4( 0,0,0,0 ) ));
				float3 temp_cast_12 = (0.1).xxx;
				float4 color701 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				float4 color702 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
				float4 lerpResult703 = lerp( color701 , color702 , (_TimeParameters.y*0.3 + 0.5));
				float3 desaturateInitialColor704 = lerpResult703.rgb;
				float desaturateDot704 = dot( desaturateInitialColor704, float3( 0.299, 0.587, 0.114 ));
				float3 desaturateVar704 = lerp( desaturateInitialColor704, desaturateDot704.xxx, 1.0 );
				float4 oreemission684 = (( _OREEMISSIONONOFF )?( ( ( float4( ( _OreEmissionIntensity * (( _ANIMATEOREEMISSIONONOFF )?( desaturateVar704 ):( temp_cast_12 )) ) , 0.0 ) * _OreEmissionColor ) * ( 1.0 - input.ase_color.a ) ) ):( float4( 0,0,0,0 ) ));
				
				float4 color617 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
				

				float3 BaseColor = COLOR539.rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Emission = ( Decalemission685 + oreemission684 ).rgb;
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = ( _Smoothness * color617 ).r;
				float Occlusion = 1;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = input.positionCS.z;
				#endif

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = WorldPosition;
				inputData.positionCS = input.positionCS;
				inputData.shadowCoord = ShadowCoords;

				#ifdef _NORMALMAP
					#if _NORMAL_DROPOFF_TS
						inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
					#elif _NORMAL_DROPOFF_OS
						inputData.normalWS = TransformObjectToWorldNormal(Normal);
					#elif _NORMAL_DROPOFF_WS
						inputData.normalWS = Normal;
					#endif
				#else
					inputData.normalWS = WorldNormal;
				#endif

				inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
				inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );

				#ifdef ASE_FOG
					// @diogo: no fog applied in GBuffer
				#endif
				#ifdef _ADDITIONAL_LIGHTS_VERTEX
					inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float3 SH = SampleSH(inputData.normalWS.xyz);
				#else
					float3 SH = input.lightmapUVOrVertexSH.xyz;
				#endif

				#if defined(DYNAMICLIGHTMAP_ON)
					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
					inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
				#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
					inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
						inputData.normalWS,
						inputData.viewDirectionWS,
						input.positionCS.xy,
						input.probeOcclusion,
						inputData.shadowMask );
				#else
					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
					inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
				#endif

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;

				#if defined(DEBUG_DISPLAY)
					#if defined(DYNAMICLIGHTMAP_ON)
						inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
						#endif
					#if defined(LIGHTMAP_ON)
						inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
					#else
						inputData.vertexSH = SH;
					#endif
					#if defined(USE_APV_PROBE_OCCLUSION)
						inputData.probeOcclusion = input.probeOcclusion;
					#endif
				#endif

				#ifdef _DBUFFER
					ApplyDecal(input.positionCS,
						BaseColor,
						Specular,
						inputData.normalWS,
						Metallic,
						Occlusion,
						Smoothness);
				#endif

				BRDFData brdfData;
				InitializeBRDFData
				(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);

				Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
				half4 color;
				MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
				color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
				color.a = Alpha;

				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
					color.rgb *= color.a;
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "SceneSelectionPass"
			Tags { "LightMode"="SceneSelectionPass" }

			Cull Off
			AlphaToMask Off

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

			#define SCENESELECTIONPASS 1

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			PackedVaryings VertexFunction(Attributes input  )
			{
				PackedVaryings output;
				ZERO_INITIALIZE(PackedVaryings, output);

				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );

				output.positionCS = TransformWorldToHClip(positionWS);

				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input ) : SV_Target
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				

				surfaceDescription.Alpha = 1;
				surfaceDescription.AlphaClipThreshold = 0.5;

				#if _ALPHATEST_ON
					float alphaClipThreshold = 0.01f;
					#if ALPHA_CLIP_THRESHOLD
						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
					#endif
					clip(surfaceDescription.Alpha - alphaClipThreshold);
				#endif

				half4 outColor = 0;

				#ifdef SCENESELECTIONPASS
					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
				#elif defined(SCENEPICKINGPASS)
					outColor = _SelectionID;
				#endif

				return outColor;
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "ScenePickingPass"
			Tags { "LightMode"="Picking" }

			AlphaToMask Off

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif

		    #define SCENEPICKINGPASS 1

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			PackedVaryings VertexFunction(Attributes input  )
			{
				PackedVaryings output;
				ZERO_INITIALIZE(PackedVaryings, output);

				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
				output.positionCS = TransformWorldToHClip(positionWS);

				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input ) : SV_Target
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				

				surfaceDescription.Alpha = 1;
				surfaceDescription.AlphaClipThreshold = 0.5;

				#if _ALPHATEST_ON
					float alphaClipThreshold = 0.01f;
					#if ALPHA_CLIP_THRESHOLD
						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
					#endif
						clip(surfaceDescription.Alpha - alphaClipThreshold);
				#endif

				half4 outColor = 0;

				#ifdef SCENESELECTIONPASS
					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
				#elif defined(SCENEPICKINGPASS)
					outColor = _SelectionID;
				#endif

				return outColor;
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "MotionVectors"
			Tags { "LightMode"="MotionVectors" }

			ColorMask RG

			HLSLPROGRAM

			#pragma multi_compile _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19800
			#define ASE_SRP_VERSION 170003


			#pragma vertex vert
			#pragma fragment frag

			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
				#define _SPECULAR_COLOR 1
			#endif
	
            #define SHADERPASS SHADERPASS_MOTION_VECTORS

            #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
				#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
			#endif

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 positionOld : TEXCOORD4;
				#if _ADD_PRECOMPUTED_VELOCITY
					float3 alembicMotionVector : TEXCOORD5;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 positionCSNoJitter : TEXCOORD0;
				float4 previousPositionCSNoJitter : TEXCOORD1;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _GroundColor;
			float4 _TopColor;
			float4 _DecalsColor;
			float4 _DecakEmissionColor;
			float4 _OreColor;
			float4 _OreEmissionColor;
			float3 _Vector1;
			float3 _SnowDirection;
			float _ANIMATEOREEMISSIONONOFF;
			float _OreEmissionIntensity;
			float _OREEMISSIONONOFF;
			float _ANIMATEDECALEMISSIONONOFF;
			float _DecalEmissionIntensity;
			float _DECALEMISSIONONOFF;
			float _SnowNoiseContrast;
			float _SnowCoverage;
			float _SnowFade;
			float _SnowAmount;
			float _SnowNoiseOnOff;
			float _TopProjectionTextureCoverage;
			float _TopProjectionTextureTiling;
			float _DetailTextureTiling;
			float _Gradient;
			float _WorldObjectGradient;
			float _SnowNoiseScale;
			float _Smoothness;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				#if defined(APLICATION_SPACE_WARP_MOTION)
					// We do not need jittered position in ASW
					output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
					output.positionCS = output.positionCSNoJitter;
				#else
					// Jittered. Match the frame.
					output.positionCS = vertexInput.positionCS;
					output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS));
				#endif

				float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;

				#if _ADD_PRECOMPUTED_VELOCITY
					prevPos = prevPos - float4(input.alembicMotionVector, 0);
				#endif

				output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
				// removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
				//ApplyMotionVectorZBias( output.positionCS );
				return output;
			}

			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}

			half4 frag(	PackedVaryings input  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				

				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#if defined(LOD_FADE_CROSSFADE)
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(APLICATION_SPACE_WARP_MOTION)
					return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
				#else
					return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
				#endif
			}		
			ENDHLSL
		}
		
	}
	
	
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback Off
}
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WireConnection;173;9;273;0
WireConnection;173;3;183;0
WireConnection;210;0;202;0
WireConnection;200;0;199;0
WireConnection;414;0;173;0
WireConnection;211;0;201;0
WireConnection;211;1;204;0
WireConnection;209;0;200;1
WireConnection;209;1;200;3
WireConnection;495;0;496;0
WireConnection;208;0;203;0
WireConnection;634;1;541;0
WireConnection;634;0;637;0
WireConnection;554;0;210;0
WireConnection;554;1;211;0
WireConnection;215;0;208;0
WireConnection;215;1;205;0
WireConnection;213;0;209;0
WireConnection;213;1;207;0
WireConnection;730;0;729;0
WireConnection;497;0;495;4
WireConnection;699;0;698;4
WireConnection;699;1;700;0
WireConnection;699;2;727;0
WireConnection;715;0;714;4
WireConnection;715;1;713;0
WireConnection;715;2;726;0
WireConnection;552;0;554;0
WireConnection;552;2;553;0
WireConnection;612;0;542;0
WireConnection;612;1;634;0
WireConnection;363;0;215;0
WireConnection;363;1;552;0
WireConnection;525;0;521;0
WireConnection;525;9;520;0
WireConnection;525;3;522;0
WireConnection;703;0;701;0
WireConnection;703;1;702;0
WireConnection;703;2;699;0
WireConnection;718;0;717;0
WireConnection;718;1;716;0
WireConnection;718;2;715;0
WireConnection;543;1;634;0
WireConnection;543;0;612;0
WireConnection;216;0;213;0
WireConnection;216;1;214;0
WireConnection;218;0;216;0
WireConnection;218;1;363;0
WireConnection;720;0;718;0
WireConnection;720;1;719;0
WireConnection;596;0;543;0
WireConnection;596;1;597;0
WireConnection;596;2;598;0
WireConnection;704;0;703;0
WireConnection;704;1;705;0
WireConnection;527;0;525;0
WireConnection;528;0;584;0
WireConnection;707;0;723;0
WireConnection;707;1;704;0
WireConnection;721;0;728;0
WireConnection;721;1;720;0
WireConnection;600;1;543;0
WireConnection;600;0;596;0
WireConnection;722;0;679;0
WireConnection;722;1;721;0
WireConnection;555;0;600;0
WireConnection;555;1;556;0
WireConnection;555;2;558;0
WireConnection;220;0;219;0
WireConnection;708;0;659;0
WireConnection;708;1;707;0
WireConnection;663;0;662;4
WireConnection;681;0;722;0
WireConnection;681;1;680;0
WireConnection;557;1;600;0
WireConnection;557;0;555;0
WireConnection;673;0;708;0
WireConnection;673;1;664;0
WireConnection;683;0;681;0
WireConnection;683;1;686;0
WireConnection;546;0;557;0
WireConnection;546;1;544;0
WireConnection;676;0;673;0
WireConnection;676;1;663;0
WireConnection;677;1;676;0
WireConnection;545;1;557;0
WireConnection;545;0;546;0
WireConnection;607;0;545;0
WireConnection;607;1;605;0
WireConnection;607;2;611;0
WireConnection;685;0;688;0
WireConnection;684;0;677;0
WireConnection;539;0;607;0
WireConnection;614;0;731;0
WireConnection;614;1;617;0
WireConnection;690;0;689;0
WireConnection;690;1;691;0
WireConnection;219;0;363;0
WireConnection;219;1;218;0
WireConnection;637;0;632;0
WireConnection;637;1;643;0
WireConnection;582;0;581;0
WireConnection;582;1;738;0
WireConnection;524;0;518;0
WireConnection;524;1;519;0
WireConnection;584;0;582;0
WireConnection;526;0;524;0
WireConnection;526;1;523;0
WireConnection;581;0;526;0
WireConnection;581;1;737;0
WireConnection;688;1;683;0
WireConnection;611;0;609;4
WireConnection;740;0;412;0
WireConnection;740;2;690;0
WireConnection;740;4;614;0
ASEEND*/
//CHKSM=F8F29CAAE1266ACC51F9292DFA4E970CA5EAE231