// Made with Amplify Shader Editor v1.9.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ToonScapes/URP/Stone"
{
	Properties
	{
		[Header(Color)][Space(8)][Toggle( _ENABLECOLORTINT_ON )] _EnableColorTint( "Enable Color Tint", Float ) = 1
		[Space(8)] _BaseTint( "Base Tint", Color ) = ( 1, 1, 1, 1 )
		[Header(Textures)][NoScaleOffset][SingleLineTexture][Space(8)] _TextureRamp( "Texture Ramp", 2D ) = "white" {}
		_RampScale( "Ramp Scale", Range( 0, 1 ) ) = 0.5
		_RampOffset( "Ramp Offset", Range( 0, 1 ) ) = 0.5
		[Space(8)][Toggle( _ENABLEMACRONORMALS_ON )] _EnableMacroNormals( "Enable Macro Normals", Float ) = 0
		[NoScaleOffset][Normal][SingleLineTexture] _MacroNormalMap( "Macro Normal Map", 2D ) = "white" {}
		_MacroNormalScale( "Macro Normal Scale", Range( 0, 5 ) ) = 1
		[NoScaleOffset][SingleLineTexture][Space (8)] _SurfaceTexture( "Surface Texture", 2D ) = "white" {}
		_SurfaceTextureTiling( "Surface Texture Tiling", Range( 0.001, 512 ) ) = 2
		[NoScaleOffset][Normal][SingleLineTexture][Space(8)] _SurfaceNormalMap( "Surface Normal Map", 2D ) = "white" {}
		_SurfaceNormalScale( "Surface Normal Scale", Range( 0, 5 ) ) = 1
		[NoScaleOffset][SingleLineTexture][Space(8)] _OverlayTexture( "Overlay Texture", 2D ) = "white" {}
		_OverlayTextureTiling( "Overlay Texture Tiling", Range( 0, 20 ) ) = 10.09175
		[NoScaleOffset][Normal][SingleLineTexture][Space(8)] _OverlayNormalMap( "Overlay Normal Map", 2D ) = "white" {}
		_OverlayNormalScale( "Overlay Normal Scale", Range( 0, 5 ) ) = 1
		[NoScaleOffset][SingleLineTexture][Space (8)] _DetailMask( "Detail Mask", 2D ) = "white" {}
		[Header(Coverage Options)][Space(8)][Toggle( _ENABLECOVERAGE_ON )] _EnableCoverage( "Enable Coverage", Float ) = 0
		[Space(8)] _OverlayCoverage( "Overlay Coverage", Range( 0, 1 ) ) = 0
		[KeywordEnum( SurfaceNormalMap,OverlayNormalMap )] _CoverageMaskSource( "Coverage Mask Source", Float ) = 0
		_TransitionStart( "Transition Start", Range( 0, 1 ) ) = 0.65
		_TransitionEnd( "Transition End", Range( 0, 1 ) ) = 0.35
		[Space(8)] _EdgeWear1( "Edge Wear", Range( 0, 1 ) ) = 1
		_AmbientOcclusion( "Ambient Occlusion", Range( 0, 1 ) ) = 1
		[Header(Highlights)][Space(8)][Toggle( _ENABLESPECULARHIGHLIGHTS_ON )] _EnableSpecularHighlights( "Enable Specular Highlights", Float ) = 1
		[Space(8)] _SpecularTint1( "Specular Tint", Color ) = ( 1, 1, 1, 1 )
		[Space (8)] _SpecularSize1( "Specular Size", Range( 0, 1 ) ) = 0
		_SpecularIntensity( "Specular Intensity", Range( 0, 1 ) ) = 0.5
		_SpecularSmoothness1( "Specular Smoothness", Range( 0.001, 1 ) ) = 0.01
		_SpecularOcclusion( "Specular Occlusion", Range( 0, 12 ) ) = 1
		_IndirectSpecularContribution( "Indirect Specular Contribution", Range( 0, 1 ) ) = 1
		[Header (Emission)][Space (8)][Toggle( _ENABLEEMISSION_ON )] _EnableEmission( "Enable Emission", Float ) = 1
		[HDR][Space(8)] _EmissionColor( "Emission Color", Color ) = ( 0, 0, 0, 0 )
		_EmissionIntensity1( "Emission Intensity", Float ) = 1
		_FlickerFrequency( "Flicker Frequency", Float ) = 1
		_FlickerScale( "Flicker Scale", Float ) = 1
		_MinIntensity( "Min Intensity", Float ) = 0.75
		_MaxIntensity( "Max Intensity", Float ) = 1
		[Header (Rim Lighting)][Space(8)][Toggle( _ENABLERIMLIGHTING1_ON )] _EnableRimLighting1( "Enable Rim Lighting", Float ) = 1
		[HDR][Space(8)] _RimLightColor( "Rim Light Color", Color ) = ( 1, 1, 1, 1 )
		[Space (8)] _ViewEdgeThreshold( "ViewEdgeThreshold", Range( 0, 1 ) ) = 0
		_ViewEdgeSoftness( "ViewEdgeSoftness", Range( 0, 1 ) ) = 0
		_RimIntensity1( "Rim Intensity", Range( 0, 1 ) ) = 0.2
		_RimSpread( "Rim Spread", Range( 0, 1 ) ) = 0.2
		[Space (8)] _NormalMapInfluence( "Normal Map Influence", Range( 0, 1 ) ) = 0
		_SpecularInfluence( "Specular Influence", Range( 0, 1 ) ) = 0
		[Space (8)] _DistanceFade1( "Distance Fade", Float ) = 12
		[Header(Surface Options)][Space(8)] _Occlusion1( "Occlusion", Range( 0, 1 ) ) = 1


		//_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

		//_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0

		//[ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0
		//[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
		[HideInInspector][ToggleUI] _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

		[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1

		//[HideInInspector] _AlphaClip("__clip", Float) = 0.0
	}

	SubShader
	{
		LOD 0

		

		

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

		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

		#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
			#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
		#endif

		#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

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#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 _ _REFLECTION_PROBE_ATLAS
			#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 _ _CLUSTER_LIGHT_LOOP

			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
			#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 )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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/Fog.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( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma shader_feature_local _ENABLEMACRONORMALS_ON
			#pragma shader_feature_local _ENABLECOVERAGE_ON
			#pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP
			#pragma shader_feature_local _ENABLERIMLIGHTING1_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLEEMISSION_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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
				float4 lightmapUVOrVertexSH : TEXCOORD3;
				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					half4 fogFactorAndVertexLight : TEXCOORD4;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
					float2 dynamicLightmapUV : TEXCOORD5;
				#endif
				#if defined(USE_APV_PROBE_OCCLUSION)
					float4 probeOcclusion : TEXCOORD6;
				#endif
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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 _SurfaceNormalMap;
			sampler2D _OverlayNormalMap;
			sampler2D _DetailMask;
			sampler2D _MacroNormalMap;
			sampler2D _SurfaceTexture;
			sampler2D _OverlayTexture;
			sampler2D _TextureRamp;


			inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			half4 CalculateShadowMask343_g61172(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
			{
				float3 Color = 0;
				#if defined(_ADDITIONAL_LIGHTS)
					#define SUM_LIGHTLAMBERT(Light)\
						half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
						Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
					InputData inputData = (InputData)0;
					inputData.normalizedScreenSpaceUV = ScreenUV;
					inputData.positionWS = WorldPosition;
					uint meshRenderingLayers = GetMeshRenderingLayer();
					uint pixelLightCount = GetAdditionalLightsCount();	
					#if USE_CLUSTER_LIGHT_LOOP
					[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
					{
						CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					}
					#endif
					
					LIGHT_LOOP_BEGIN( pixelLightCount )
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					LIGHT_LOOP_END
				#endif
				return Color;
			}
			
			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			half4 CalculateShadowMask343_g61167(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

			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_texcoord7.xy = input.texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord7.zw = 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;
				input.tangentOS = input.tangentOS;

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

				OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
				#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(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

				output.positionCS = vertexInput.positionCS;
				output.positionWS = vertexInput.positionWS;
				output.normalWS = normalInput.normalWS;
				output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				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;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = input.texcoord1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = input.texcoord2;
				#endif
				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;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#endif
				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
						#if defined( 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( _SURFACE_TYPE_TRANSPARENT )
					const bool isTransparent = true;
				#else
					const bool isTransparent = false;
				#endif

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

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				// @diogo: mikktspace compliant
				float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );
				float3 TangentWS = input.tangentWS.xyz * renormFactor;
				float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
				float3 NormalWS = input.normalWS * renormFactor;

				#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
					float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
					BitangentWS = cross(NormalWS, -TangentWS);
				#endif

				float3 temp_cast_0 = (1.0).xxx;
				float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling );
				float2 temp_cast_1 = (SurfaceTextureTiling218).xx;
				float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS );
				float SurfaceNormalMapScale258 = _SurfaceNormalScale;
				float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx;
				float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) );
				float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 );
				float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling );
				float2 temp_cast_3 = (OverlayTextureTiling172).xx;
				float OverlayNormalMapScale261 = _OverlayNormalScale;
				float3 temp_cast_4 = (OverlayNormalMapScale261).xxx;
				float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) );
				float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 );
				float3 TriNormalMain759 = tanTriplanarNormal591;
				float3 TriNormalOverlay758 = tanTriplanarNormal594;
				#if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP )
				float3 staticSwitch755 = TriNormalMain759;
				#elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP )
				float3 staticSwitch755 = TriNormalOverlay758;
				#else
				float3 staticSwitch755 = TriNormalMain759;
				#endif
				float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
				float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
				float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
				float3 tanNormal324 = staticSwitch755;
				float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) );
				float2 uv_DetailMask329 = input.ase_texcoord7.xy;
				float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y +  (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) ));
				float OverlayCoverage340 = saturate( smoothstepResult544 );
				float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float3 staticSwitch800 = lerpResult590;
				#else
				float3 staticSwitch800 = tanTriplanarNormal591;
				#endif
				float2 uv_MacroNormalMap806 = input.ase_texcoord7.xy;
				float MacroNormalMapScale808 = _MacroNormalScale;
				float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 );
				unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) );
				#ifdef _ENABLEMACRONORMALS_ON
				float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 );
				#else
				float3 staticSwitch810 = staticSwitch800;
				#endif
				float3 BlendedNormals169 = staticSwitch810;
				float3 tanNormal442 = BlendedNormals169;
				float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) );
				float3 normalizeResult443 = normalize( worldNormal442 );
				float3 Normals444 = normalizeResult443;
				float2 temp_cast_5 = (SurfaceTextureTiling218).xx;
				float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) );
				float2 temp_cast_6 = (OverlayTextureTiling172).xx;
				float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) );
				float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float staticSwitch796 = lerpResult580;
				#else
				float staticSwitch796 = triplanar537.w;
				#endif
				float BlendedAlpha496 = staticSwitch796;
				half3 reflectVector472 = reflect( -ViewDirWS, Normals444 );
				float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ScreenPosNorm.xy );
				float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights464 = lerpResult466;
				float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity );
				float3 normalizeResult4_g61171 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult718 = dot( normalizeResult4_g61171 , Normals444 );
				float3 WorldPosition288_g61172 = PositionWS;
				float3 WorldPosition337_g61172 = WorldPosition288_g61172;
				float2 ScreenUV286_g61172 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61172 = ScreenUV286_g61172;
				float3 WorldNormal281_g61172 = Normals444;
				float3 WorldNormal337_g61172 = WorldNormal281_g61172;
				half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172();
				float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172;
				float4 ShadowMask337_g61172 = ShadowMask360_g61172;
				float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 );
				float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI692 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI692, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) );
				float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch456 = SpecularHighlights457;
				#else
				float4 staticSwitch456 = float4( 0,0,0,0 );
				#endif
				float3 RimLightColor679 = _RimLightColor.rgb;
				float3 bakedGI667 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI667, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( NormalWS );
				float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence);
				float3 NormalLerp618 = lerpResult617;
				float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 );
				float temp_output_656_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float dotResult657 = dot( NormalLerp618 , ViewDirWS );
				float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp618;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) );
				float2 uv_SurfaceTexture634 = input.ase_texcoord7.xy;
				float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence);
				float4 RimLight627 = ( lerpResult640 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING1_ON
				float4 staticSwitch454 = RimLight627;
				#else
				float4 staticSwitch454 = float4( 0,0,0,0 );
				#endif
				float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch451 = _BaseTint;
				#else
				float4 staticSwitch451 = color450;
				#endif
				float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale710 = _RampScale;
				float RampOffset709 = _RampOffset;
				float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) );
				float2 temp_cast_14 = (CEL_Effect437).xx;
				float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float4 staticSwitch795 = lerpResult543;
				#else
				float4 staticSwitch795 = triplanar537;
				#endif
				float2 uv_DetailMask525 = input.ase_texcoord7.xy;
				float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 );
				float4 lerpResult531 = lerp( (  (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) ));
				float4 lerpResult542 = lerp( (  (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) ));
				float4 BlendedTextures167 = lerpResult542;
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals444;
				float3 WorldNormal337_g61167 = WorldNormal281_g61167;
				half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
				float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
				float4 ShadowMask337_g61167 = ShadowMask360_g61167;
				float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
				float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) );
				
				float2 uv_DetailMask393 = input.ase_texcoord7.xy;
				float3 EmissionColor396 = _EmissionColor.rgb;
				float EmissionColorAlpha398 = _EmissionColor.a;
				float mulTime782 = _TimeParameters.x * _FlickerFrequency;
				#ifdef _ENABLEEMISSION_ON
				float3 staticSwitch405 = ( ( _EmissionIntensity1 * tex2D( _DetailMask, uv_DetailMask393 ).g * EmissionColor396 * EmissionColorAlpha398 ) * ( ( sin( ( ( mulTime782 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
				#else
				float3 staticSwitch405 = float3( 0,0,0 );
				#endif
				float3 Emission788 = staticSwitch405;
				

				float3 BaseColor = CustomLighting109.rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = _Occlusion1;
				float3 Emission = Emission788;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

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

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
					ShadowCoord = TransformWorldToShadowCoord( PositionWS );
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = PositionWS;
				inputData.positionCS = input.positionCS;
				inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
				inputData.viewDirectionWS = ViewDirWS;
				inputData.shadowCoord = ShadowCoord;

				#ifdef _NORMALMAP
						#if _NORMAL_DROPOFF_TS
							inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
						#elif _NORMAL_DROPOFF_OS
							inputData.normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							inputData.normalWS = Normal;
						#endif
					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
				#else
					inputData.normalWS = NormalWS;
				#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

				#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

				#if defined(_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_CLUSTER_LIGHT_LOOP
							[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
							{
								CLUSTER_LIGHT_LOOP_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_CLUSTER_LIGHT_LOOP
							[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
							{
								CLUSTER_LIGHT_LOOP_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( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
					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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

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

				#if defined( ASE_OPAQUE_KEEP_ALPHA )
					return half4( color.rgb, color.a );
				#else
					return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
				#endif
			}
			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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;
				input.tangentOS = input.tangentOS;

				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);

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 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

			half4 frag(	PackedVaryings input
						#if defined( 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 );

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );

				

				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					#if defined( _ALPHATEST_SHADOW_ON )
						AlphaDiscard( Alpha, AlphaClipThresholdShadow );
					#else
						AlphaDiscard( Alpha, AlphaClipThreshold );
					#endif
				#endif

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

				return 0;
			}
			ENDHLSL
		}

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

			ZWrite On
			ColorMask R
			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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.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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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 );

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 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

			half4 frag(	PackedVaryings input
						#if defined( 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 );

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );

				

				float Alpha = 1;
				float AlphaClipThreshold = _Cutoff;

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

				return 0;
			}
			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_VERT_TANGENT
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma shader_feature_local _ENABLEMACRONORMALS_ON
			#pragma shader_feature_local _ENABLECOVERAGE_ON
			#pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP
			#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
			#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma shader_feature_local _ENABLERIMLIGHTING1_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON


			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 lightmapUVOrVertexSH : TEXCOORD6;
				float4 dynamicLightmapUV : TEXCOORD7;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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 _SurfaceNormalMap;
			sampler2D _OverlayNormalMap;
			sampler2D _DetailMask;
			sampler2D _MacroNormalMap;
			sampler2D _SurfaceTexture;
			sampler2D _OverlayTexture;
			sampler2D _TextureRamp;


			inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			half4 CalculateShadowMask343_g61172(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
			{
				float3 Color = 0;
				#if defined(_ADDITIONAL_LIGHTS)
					#define SUM_LIGHTLAMBERT(Light)\
						half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
						Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
					InputData inputData = (InputData)0;
					inputData.normalizedScreenSpaceUV = ScreenUV;
					inputData.positionWS = WorldPosition;
					uint meshRenderingLayers = GetMeshRenderingLayer();
					uint pixelLightCount = GetAdditionalLightsCount();	
					#if USE_CLUSTER_LIGHT_LOOP
					[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
					{
						CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					}
					#endif
					
					LIGHT_LOOP_BEGIN( pixelLightCount )
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					LIGHT_LOOP_END
				#endif
				return Color;
			}
			
			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			half4 CalculateShadowMask343_g61167(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

			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_texcoord1.xyz = ase_normalWS;
				float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
				output.ase_texcoord2.xyz = ase_tangentWS;
				float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
				float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
				output.ase_texcoord3.xyz = ase_bitangentWS;
				float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
				float4 screenPos = ComputeScreenPos( ase_positionCS );
				output.ase_texcoord5 = screenPos;
				OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
				#if !defined( OUTPUT_SH4 )
				OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#elif UNITY_VERSION > 60000009
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
				#else
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#endif
				#if defined( DYNAMICLIGHTMAP_ON )
				output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				#if !defined( OUTPUT_SH4 )
				OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#elif UNITY_VERSION > 60000009
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
				#else
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#endif
				#if defined( DYNAMICLIGHTMAP_ON )
				output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				
				output.ase_texcoord4.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord1.w = 0;
				output.ase_texcoord2.w = 0;
				output.ase_texcoord3.w = 0;
				output.ase_texcoord4.zw = 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;
				input.tangentOS = input.tangentOS;

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 ase_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.ase_texcoord = input.ase_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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_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  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( input );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
				float4 ShadowCoord = shadowCoord;

				float3 temp_cast_0 = (1.0).xxx;
				float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
				float3 ase_viewDirWS = normalize( ase_viewVectorWS );
				float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling );
				float2 temp_cast_1 = (SurfaceTextureTiling218).xx;
				float3 ase_normalWS = input.ase_texcoord1.xyz;
				float3 ase_tangentWS = input.ase_texcoord2.xyz;
				float3 ase_bitangentWS = input.ase_texcoord3.xyz;
				float3x3 ase_worldToTangent = float3x3( ase_tangentWS, ase_bitangentWS, ase_normalWS );
				float SurfaceNormalMapScale258 = _SurfaceNormalScale;
				float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx;
				float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) );
				float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 );
				float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling );
				float2 temp_cast_3 = (OverlayTextureTiling172).xx;
				float OverlayNormalMapScale261 = _OverlayNormalScale;
				float3 temp_cast_4 = (OverlayNormalMapScale261).xxx;
				float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) );
				float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 );
				float3 TriNormalMain759 = tanTriplanarNormal591;
				float3 TriNormalOverlay758 = tanTriplanarNormal594;
				#if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP )
				float3 staticSwitch755 = TriNormalMain759;
				#elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP )
				float3 staticSwitch755 = TriNormalOverlay758;
				#else
				float3 staticSwitch755 = TriNormalMain759;
				#endif
				float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
				float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
				float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
				float3 tanNormal324 = staticSwitch755;
				float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) );
				float2 uv_DetailMask329 = input.ase_texcoord4.xy;
				float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y +  (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) ));
				float OverlayCoverage340 = saturate( smoothstepResult544 );
				float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float3 staticSwitch800 = lerpResult590;
				#else
				float3 staticSwitch800 = tanTriplanarNormal591;
				#endif
				float2 uv_MacroNormalMap806 = input.ase_texcoord4.xy;
				float MacroNormalMapScale808 = _MacroNormalScale;
				float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 );
				unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) );
				#ifdef _ENABLEMACRONORMALS_ON
				float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 );
				#else
				float3 staticSwitch810 = staticSwitch800;
				#endif
				float3 BlendedNormals169 = staticSwitch810;
				float3 tanNormal442 = BlendedNormals169;
				float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) );
				float3 normalizeResult443 = normalize( worldNormal442 );
				float3 Normals444 = normalizeResult443;
				float2 temp_cast_5 = (SurfaceTextureTiling218).xx;
				float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) );
				float2 temp_cast_6 = (OverlayTextureTiling172).xx;
				float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, ase_normalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) );
				float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float staticSwitch796 = lerpResult580;
				#else
				float staticSwitch796 = triplanar537.w;
				#endif
				float BlendedAlpha496 = staticSwitch796;
				half3 reflectVector472 = reflect( -ase_viewDirWS, Normals444 );
				float4 screenPos = input.ase_texcoord5;
				float4 ase_positionSSNorm = screenPos / screenPos.w;
				ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
				float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ase_positionSSNorm.xy );
				float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights464 = lerpResult466;
				float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity );
				float3 normalizeResult4_g61171 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult718 = dot( normalizeResult4_g61171 , Normals444 );
				float3 WorldPosition288_g61172 = PositionWS;
				float3 WorldPosition337_g61172 = WorldPosition288_g61172;
				float2 ScreenUV286_g61172 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61172 = ScreenUV286_g61172;
				float3 WorldNormal281_g61172 = Normals444;
				float3 WorldNormal337_g61172 = WorldNormal281_g61172;
				half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172();
				float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172;
				float4 ShadowMask337_g61172 = ShadowMask360_g61172;
				float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 );
				float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI692 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI692, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) );
				float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch456 = SpecularHighlights457;
				#else
				float4 staticSwitch456 = float4( 0,0,0,0 );
				#endif
				float3 RimLightColor679 = _RimLightColor.rgb;
				float3 bakedGI667 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI667, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( ase_normalWS );
				float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence);
				float3 NormalLerp618 = lerpResult617;
				float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 );
				float temp_output_656_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS );
				float dotResult657 = dot( NormalLerp618 , ase_viewDirSafeWS );
				float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp618;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) );
				float2 uv_SurfaceTexture634 = input.ase_texcoord4.xy;
				float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence);
				float4 RimLight627 = ( lerpResult640 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING1_ON
				float4 staticSwitch454 = RimLight627;
				#else
				float4 staticSwitch454 = float4( 0,0,0,0 );
				#endif
				float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch451 = _BaseTint;
				#else
				float4 staticSwitch451 = color450;
				#endif
				float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale710 = _RampScale;
				float RampOffset709 = _RampOffset;
				float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) );
				float2 temp_cast_14 = (CEL_Effect437).xx;
				float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float4 staticSwitch795 = lerpResult543;
				#else
				float4 staticSwitch795 = triplanar537;
				#endif
				float2 uv_DetailMask525 = input.ase_texcoord4.xy;
				float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 );
				float4 lerpResult531 = lerp( (  (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) ));
				float4 lerpResult542 = lerp( (  (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) ));
				float4 BlendedTextures167 = lerpResult542;
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals444;
				float3 WorldNormal337_g61167 = WorldNormal281_g61167;
				half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
				float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
				float4 ShadowMask337_g61167 = ShadowMask360_g61167;
				float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
				float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) );
				

				float3 BaseColor = CustomLighting109.rgb;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
				#endif

				half4 color = half4(BaseColor, Alpha );

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

				return color;
			}
			ENDHLSL
		}

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

			ZWrite On
			Blend One Zero
			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				half4 texcoord : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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 );
				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );

				output.positionCS = vertexInput.positionCS;
				output.positionWS = vertexInput.positionWS;
				output.normalWS = normalInput.normalWS;
				output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				
				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;
				
				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;
				
				#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
						#if defined( 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 );

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				// @diogo: mikktspace compliant
				float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );
				float3 TangentWS = input.tangentWS.xyz * renormFactor;
				float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
				float3 NormalWS = input.normalWS * renormFactor;

				#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
					float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
					BitangentWS = cross(NormalWS, -TangentWS);
				#endif

				

				float3 Normal = float3(0, 0, 1);
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

				#if defined(_GBUFFER_NORMALS_OCT)
					float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
					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
							float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
						#elif _NORMAL_DROPOFF_OS
							float3 normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							float3 normalWS = Normal;
						#endif
					#else
						float3 normalWS = NormalWS;
					#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

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			// Deferred Rendering Path does not support the OpenGL-based graphics API:
			// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
			#pragma exclude_renderers glcore gles3 

			#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 _ _CLUSTER_LIGHT_LOOP

			#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 _ LIGHTMAP_BICUBIC_SAMPLING
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON

			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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.core/ShaderLibrary/FoveatedRenderingKeywords.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 "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( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma shader_feature_local _ENABLEMACRONORMALS_ON
			#pragma shader_feature_local _ENABLECOVERAGE_ON
			#pragma shader_feature_local _COVERAGEMASKSOURCE_SURFACENORMALMAP _COVERAGEMASKSOURCE_OVERLAYNORMALMAP
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
			#pragma shader_feature_local _ENABLERIMLIGHTING1_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLEEMISSION_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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
				float4 lightmapUVOrVertexSH : TEXCOORD3;
				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
					half4 fogFactorAndVertexLight : TEXCOORD4;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
					float2 dynamicLightmapUV : TEXCOORD5;
				#endif
				#if defined(USE_APV_PROBE_OCCLUSION)
					float4 probeOcclusion : TEXCOORD6;
				#endif
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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 _SurfaceNormalMap;
			sampler2D _OverlayNormalMap;
			sampler2D _DetailMask;
			sampler2D _MacroNormalMap;
			sampler2D _SurfaceTexture;
			sampler2D _OverlayTexture;
			sampler2D _TextureRamp;


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

			inline float3 TriplanarSampling591( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float3 TriplanarSampling594( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				xNorm.xyz  = half3( UnpackNormalScale( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
				yNorm.xyz  = half3( UnpackNormalScale( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				zNorm.xyz  = half3( UnpackNormalScale( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
				yNormN.xyz = half3( UnpackNormalScale( yNormN, normalScale.z ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
				return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
			}
			
			inline float4 TriplanarSampling537( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			inline float4 TriplanarSampling573( sampler2D topTexMap, float4 topST, sampler2D midTexMap, float4 midST, sampler2D botTexMap, float4 botST, 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 ) * midST.xy + midST.zw );
				yNorm  = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * topST.xy + topST.zw );
				yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) * botST.xy + botST.zw );
				zNorm  = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) * midST.xy + midST.zw );
				return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
			}
			
			half4 CalculateShadowMask343_g61172(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
			{
				float3 Color = 0;
				#if defined(_ADDITIONAL_LIGHTS)
					#define SUM_LIGHTLAMBERT(Light)\
						half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
						Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
					InputData inputData = (InputData)0;
					inputData.normalizedScreenSpaceUV = ScreenUV;
					inputData.positionWS = WorldPosition;
					uint meshRenderingLayers = GetMeshRenderingLayer();
					uint pixelLightCount = GetAdditionalLightsCount();	
					#if USE_CLUSTER_LIGHT_LOOP
					[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
					{
						CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					}
					#endif
					
					LIGHT_LOOP_BEGIN( pixelLightCount )
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					LIGHT_LOOP_END
				#endif
				return Color;
			}
			
			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			half4 CalculateShadowMask343_g61167(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

			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_texcoord7.xy = input.texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord7.zw = 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;
				input.tangentOS = input.tangentOS;

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

				OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
				#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(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

				output.positionCS = vertexInput.positionCS;
				output.positionWS = vertexInput.positionWS;
				output.normalWS = normalInput.normalWS;
				output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				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;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = input.texcoord1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = input.texcoord2;
				#endif
				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;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#endif
				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

			GBufferFragOutput frag ( PackedVaryings input
								#if defined( 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(MAIN_LIGHT_CALCULATE_SHADOWS)
					float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
				#else
					float4 shadowCoord = float4(0, 0, 0, 0);
				#endif

				// @diogo: mikktspace compliant
				float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
				float4 ShadowCoord = shadowCoord;
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );
				float3 TangentWS = input.tangentWS.xyz * renormFactor;
				float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
				float3 NormalWS = input.normalWS * renormFactor;

				#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
					float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
					BitangentWS = cross(NormalWS, -TangentWS);
				#endif

				float3 temp_cast_0 = (1.0).xxx;
				float SurfaceTextureTiling218 = ( 1.0 / _SurfaceTextureTiling );
				float2 temp_cast_1 = (SurfaceTextureTiling218).xx;
				float3x3 ase_worldToTangent = float3x3( TangentWS, BitangentWS, NormalWS );
				float SurfaceNormalMapScale258 = _SurfaceNormalScale;
				float3 temp_cast_2 = (SurfaceNormalMapScale258).xxx;
				float3 triplanar591 = TriplanarSampling591( _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), _SurfaceNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_1, temp_cast_2, float3(0,0,0) );
				float3 tanTriplanarNormal591 = mul( ase_worldToTangent, triplanar591 );
				float OverlayTextureTiling172 = ( 1.0 / _OverlayTextureTiling );
				float2 temp_cast_3 = (OverlayTextureTiling172).xx;
				float OverlayNormalMapScale261 = _OverlayNormalScale;
				float3 temp_cast_4 = (OverlayNormalMapScale261).xxx;
				float3 triplanar594 = TriplanarSampling594( _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), _OverlayNormalMap, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_3, temp_cast_4, float3(0,0,0) );
				float3 tanTriplanarNormal594 = mul( ase_worldToTangent, triplanar594 );
				float3 TriNormalMain759 = tanTriplanarNormal591;
				float3 TriNormalOverlay758 = tanTriplanarNormal594;
				#if defined( _COVERAGEMASKSOURCE_SURFACENORMALMAP )
				float3 staticSwitch755 = TriNormalMain759;
				#elif defined( _COVERAGEMASKSOURCE_OVERLAYNORMALMAP )
				float3 staticSwitch755 = TriNormalOverlay758;
				#else
				float3 staticSwitch755 = TriNormalMain759;
				#endif
				float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
				float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
				float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
				float3 tanNormal324 = staticSwitch755;
				float3 worldNormal324 = float3( dot( tanToWorld0, tanNormal324 ), dot( tanToWorld1, tanNormal324 ), dot( tanToWorld2, tanNormal324 ) );
				float2 uv_DetailMask329 = input.ase_texcoord7.xy;
				float smoothstepResult544 = smoothstep( _TransitionStart , _TransitionEnd , ( ( worldNormal324.y +  (-1.0 + ( _OverlayCoverage - 0.0 ) * ( 2.0 - -1.0 ) / ( 1.0 - 0.0 ) ) ) * ( 1.0 - tex2D( _DetailMask, uv_DetailMask329 ).a ) ));
				float OverlayCoverage340 = saturate( smoothstepResult544 );
				float3 lerpResult590 = lerp( tanTriplanarNormal594 , tanTriplanarNormal591 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float3 staticSwitch800 = lerpResult590;
				#else
				float3 staticSwitch800 = tanTriplanarNormal591;
				#endif
				float2 uv_MacroNormalMap806 = input.ase_texcoord7.xy;
				float MacroNormalMapScale808 = _MacroNormalScale;
				float3 unpack806 = UnpackNormalScale( tex2D( _MacroNormalMap, uv_MacroNormalMap806 ), MacroNormalMapScale808 );
				unpack806.z = lerp( 1, unpack806.z, saturate(MacroNormalMapScale808) );
				#ifdef _ENABLEMACRONORMALS_ON
				float3 staticSwitch810 = BlendNormal( staticSwitch800 , unpack806 );
				#else
				float3 staticSwitch810 = staticSwitch800;
				#endif
				float3 BlendedNormals169 = staticSwitch810;
				float3 tanNormal442 = BlendedNormals169;
				float3 worldNormal442 = normalize( float3( dot( tanToWorld0, tanNormal442 ), dot( tanToWorld1, tanNormal442 ), dot( tanToWorld2, tanNormal442 ) ) );
				float3 normalizeResult443 = normalize( worldNormal442 );
				float3 Normals444 = normalizeResult443;
				float2 temp_cast_5 = (SurfaceTextureTiling218).xx;
				float4 triplanar537 = TriplanarSampling537( _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), _SurfaceTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_5, float3( 1,1,1 ), float3(0,0,0) );
				float2 temp_cast_6 = (OverlayTextureTiling172).xx;
				float4 triplanar573 = TriplanarSampling573( _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), _OverlayTexture, float4( 1, 1, 0, 0 ), PositionWS, NormalWS, 8.0, temp_cast_6, float3( 1,1,1 ), float3(0,0,0) );
				float lerpResult580 = lerp( triplanar573.w , triplanar537.a , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float staticSwitch796 = lerpResult580;
				#else
				float staticSwitch796 = triplanar537.w;
				#endif
				float BlendedAlpha496 = staticSwitch796;
				half3 reflectVector472 = reflect( -ViewDirWS, Normals444 );
				float3 indirectSpecular472 = GlossyEnvironmentReflection( reflectVector472, PositionWS, 1.0 - BlendedAlpha496, _SpecularOcclusion, ScreenPosNorm.xy );
				float3 lerpResult466 = lerp( temp_cast_0 , indirectSpecular472 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights464 = lerpResult466;
				float4 temp_output_723_0 = ( _SpecularTint1 * BlendedAlpha496 * _SpecularIntensity );
				float3 normalizeResult4_g61171 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult718 = dot( normalizeResult4_g61171 , Normals444 );
				float3 WorldPosition288_g61172 = PositionWS;
				float3 WorldPosition337_g61172 = WorldPosition288_g61172;
				float2 ScreenUV286_g61172 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61172 = ScreenUV286_g61172;
				float3 WorldNormal281_g61172 = Normals444;
				float3 WorldNormal337_g61172 = WorldNormal281_g61172;
				half4 localCalculateShadowMask343_g61172 = CalculateShadowMask343_g61172();
				float4 ShadowMask360_g61172 = localCalculateShadowMask343_g61172;
				float4 ShadowMask337_g61172 = ShadowMask360_g61172;
				float3 localAdditionalLightsLambertMask171x337_g61172 = AdditionalLightsLambertMask171x( WorldPosition337_g61172 , ScreenUV337_g61172 , WorldNormal337_g61172 , ShadowMask337_g61172 );
				float4 DirectSpecHighlights463 = ( float4( (temp_output_723_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize1 - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult718 + saturate( localAdditionalLightsLambertMask171x337_g61172 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_723_0 ) * _SpecularSmoothness1 ) ) ) );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI692 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI692, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert695 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI692 , 0.0 ) );
				float4 SpecularHighlights457 = ( float4( IndirectSpecHighlights464 , 0.0 ) * DirectSpecHighlights463 * HalfLambert695 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch456 = SpecularHighlights457;
				#else
				float4 staticSwitch456 = float4( 0,0,0,0 );
				#endif
				float3 RimLightColor679 = _RimLightColor.rgb;
				float3 bakedGI667 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI667, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( NormalWS );
				float3 lerpResult617 = lerp( normalizedWorldNormal , Normals444 , _NormalMapInfluence);
				float3 NormalLerp618 = lerpResult617;
				float dotResult661 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp618 );
				float temp_output_656_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float dotResult657 = dot( NormalLerp618 , ViewDirWS );
				float smoothstepResult660 = smoothstep( temp_output_656_0 , ( temp_output_656_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult657 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult672 = dot( NormalLerp618 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp618;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float smoothstepResult665 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_638_0 = ( ( float4( ( RimLightColor679 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI667 , 0.0 ) * ( ( 1.0 - saturate( dotResult661 ) ) * smoothstepResult660 ) * saturate( ( ( -0.2 + dotResult672 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult665 ) );
				float2 uv_SurfaceTexture634 = input.ase_texcoord7.xy;
				float4 lerpResult640 = lerp( temp_output_638_0 , ( temp_output_638_0 * tex2D( _SurfaceTexture, uv_SurfaceTexture634 ).a ) , _SpecularInfluence);
				float4 RimLight627 = ( lerpResult640 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING1_ON
				float4 staticSwitch454 = RimLight627;
				#else
				float4 staticSwitch454 = float4( 0,0,0,0 );
				#endif
				float4 color450 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch451 = _BaseTint;
				#else
				float4 staticSwitch451 = color450;
				#endif
				float dotResult684 = dot( Normals444 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale710 = _RampScale;
				float RampOffset709 = _RampOffset;
				float CEL_Effect437 = saturate( (dotResult684*RampScale710 + RampOffset709) );
				float2 temp_cast_14 = (CEL_Effect437).xx;
				float4 lerpResult543 = lerp( triplanar573 , triplanar537 , OverlayCoverage340);
				#ifdef _ENABLECOVERAGE_ON
				float4 staticSwitch795 = lerpResult543;
				#else
				float4 staticSwitch795 = triplanar537;
				#endif
				float2 uv_DetailMask525 = input.ase_texcoord7.xy;
				float4 tex2DNode525 = tex2D( _DetailMask, uv_DetailMask525 );
				float4 lerpResult531 = lerp( (  (0.0 + ( _EdgeWear1 - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * staticSwitch795 ) , staticSwitch795 , saturate( ( 1.0 - tex2DNode525.r ) ));
				float4 lerpResult542 = lerp( (  (0.0 + ( _AmbientOcclusion - 0.0 ) * ( 3.0 - 0.0 ) / ( 1.0 - 0.0 ) ) * lerpResult531 ) , lerpResult531 , saturate( ( 1.0 - tex2DNode525.b ) ));
				float4 BlendedTextures167 = lerpResult542;
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals444;
				float3 WorldNormal337_g61167 = WorldNormal281_g61167;
				half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
				float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
				float4 ShadowMask337_g61167 = ShadowMask360_g61167;
				float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
				float4 CustomLighting109 = ( staticSwitch456 + staticSwitch454 + ( staticSwitch451 * ( ( ( tex2D( _TextureRamp, temp_cast_14 ) * BlendedTextures167 ) * HalfLambert695 ) + ( BlendedTextures167 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale710 + RampOffset709).xy ) ) ) ) );
				
				float2 uv_DetailMask393 = input.ase_texcoord7.xy;
				float3 EmissionColor396 = _EmissionColor.rgb;
				float EmissionColorAlpha398 = _EmissionColor.a;
				float mulTime782 = _TimeParameters.x * _FlickerFrequency;
				#ifdef _ENABLEEMISSION_ON
				float3 staticSwitch405 = ( ( _EmissionIntensity1 * tex2D( _DetailMask, uv_DetailMask393 ).g * EmissionColor396 * EmissionColorAlpha398 ) * ( ( sin( ( ( mulTime782 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
				#else
				float3 staticSwitch405 = float3( 0,0,0 );
				#endif
				float3 Emission788 = staticSwitch405;
				

				float3 BaseColor = CustomLighting109.rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = _Occlusion1;
				float3 Emission = Emission788;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

				#if defined( _ALPHATEST_ON )
					AlphaDiscard( Alpha, AlphaClipThreshold );
				#endif

				#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
					ShadowCoord = TransformWorldToShadowCoord( PositionWS );
				#endif

				InputData inputData = (InputData)0;
				inputData.positionWS = PositionWS;
				inputData.positionCS = input.positionCS;
				inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
				inputData.shadowCoord = ShadowCoord;

				#ifdef _NORMALMAP
					#if _NORMAL_DROPOFF_TS
						inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
					#elif _NORMAL_DROPOFF_OS
						inputData.normalWS = TransformObjectToWorldNormal(Normal);
					#elif _NORMAL_DROPOFF_WS
						inputData.normalWS = Normal;
					#endif
				#else
					inputData.normalWS = NormalWS;
				#endif

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

				#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

				#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, (BRDFData)0, 0,
                              inputData.bakedGI, Occlusion, inputData.positionWS,
                              inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);

				color.a = Alpha;

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

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

			ENDHLSL
		}

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

			Cull Off
			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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"

			

			#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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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;

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 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

			half4 frag( PackedVaryings input
				#if defined( ASE_DEPTH_WRITE_ON )
				,out float outputDepth : ASE_SV_DEPTH
				#endif
				 ) : SV_Target
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;

				

				surfaceDescription.Alpha = 1;
				#if defined( _ALPHATEST_ON )
					surfaceDescription.AlphaClipThreshold = _Cutoff;
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

				return half4( _ObjectId, _PassValue, 1.0, 1.0 );
			}

			ENDHLSL
		}

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

			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_FOG 1
			#define _EMISSION
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
				#if defined( _SPECULARHIGHLIGHTS_OFF )
					#undef _SPECULAR_COLOR
				#else
					#define _SPECULAR_COLOR
				#endif
			#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"

			

			#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;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _BaseTint;
			float4 _SpecularTint1;
			float _SurfaceTextureTiling;
			float _DistanceFade1;
			float _SpecularInfluence;
			float _RampScale;
			float _RampOffset;
			float _AmbientOcclusion;
			float _EdgeWear1;
			float _Occlusion1;
			float _EmissionIntensity1;
			float _FlickerFrequency;
			float _FlickerScale;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _NormalMapInfluence;
			float _MaxIntensity;
			float _RimIntensity1;
			float _SpecularSmoothness1;
			float _SpecularSize1;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _MacroNormalScale;
			float _OverlayCoverage;
			float _TransitionEnd;
			float _TransitionStart;
			float _OverlayNormalScale;
			float _OverlayTextureTiling;
			float _SurfaceNormalScale;
			float _ViewEdgeThreshold;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#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;

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 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

			half4 frag( PackedVaryings input
				#if defined( ASE_DEPTH_WRITE_ON )
				,out float outputDepth : ASE_SV_DEPTH
				#endif
				 ) : SV_Target
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				float3 PositionWS = input.positionWS;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;

				

				surfaceDescription.Alpha = 1;
				#if defined( _ALPHATEST_ON )
					surfaceDescription.AlphaClipThreshold = _Cutoff;
				#endif

				#if defined( ASE_DEPTH_WRITE_ON )
					input.positionCS.z = input.positionCS.z;
				#endif

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

				#if defined( ASE_DEPTH_WRITE_ON )
					outputDepth = input.positionCS.z;
				#endif

				return unity_SelectionID;
			}
			ENDHLSL
		}

	
	}
	
	CustomEditor "UnityEditor.ShaderGraphLitGUI"
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback Off
}

/*ASEBEGIN
Version=19908
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;617;688,-5888;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;630;896,-832;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;638;1888,-1264;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;639;2128,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;640;2368,-1264;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;641;640,-1264;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;646;-320,-864;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;648;320,-1040;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1000;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;649;-768,-528;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;652;-752,-80;Inherit;False;618;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;653;-592,-752;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;654;-320,160;Inherit;False;Property;_ViewEdgeThreshold;ViewEdgeThreshold;40;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;655;224,160;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;656;-32,160;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.4;False;4;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;657;-512,-80;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;658;-320,-80;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;659;-96,-80;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;660;416,-80;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;661;-512,-448;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;662;-320,-448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;663;688,-448;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;664;416,-448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;665;1376,-1024;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;666;544,-1040;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;667;576,-944;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;668;80,-1232;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;669;-768,-1008;Inherit;False;Property;_RimSpread;Rim Spread;43;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;670;-176,-1232;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;671;-464,-1088;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.2;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;672;-304,-1168;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;673;1152,-816;Inherit;False;Property;_DistanceFade1;Distance Fade;46;0;Create;True;0;0;0;False;1;Space (8);False;12;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;674;-768,-1088;Inherit;False;Blinn-Phong Half Vector;-1;;61166;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;675;-544,-1232;Inherit;False;Constant;_Float2;Float 0;27;0;Create;True;0;0;0;False;0;False;-0.2;-0.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;676;-128,336;Inherit;False;Property;_ViewEdgeSoftness;ViewEdgeSoftness;41;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;682;320,-6384;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;683;352,-6480;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;684;592,-6464;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;685;1008,-6464;Inherit;False;3;0;FLOAT;1;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;686;1264,-6464;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;687;704,-6320;Inherit;False;709;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;688;704,-6400;Inherit;False;710;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;1488,-6464;Inherit;False;CEL Effect;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;690;-832,-6480;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;691;-832,-6336;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;692;-496,-6336;Inherit;False;Tangent;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;693;-496,-6480;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;694;-224,-6480;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;695;0,-6480;Inherit;False;HalfLambert;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;444;-112,-6032;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;214;-208,-4608;Inherit;False;197;TextureRamp;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;445;-208,-4528;Inherit;False;437;CEL Effect;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;64,-4608;Inherit;True;Property;_TextureRampRef;Texture Ramp Ref;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-208,-5024;Inherit;False;Constant;_DefaultTint;Default Tint;19;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;451;80,-4864;Inherit;False;Property;_EnableColorTint;Enable Color Tint;0;0;Create;True;0;0;0;False;2;Header(Color);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;453;400,-4992;Inherit;False;627;RimLight;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;455;272,-5168;Inherit;False;457;SpecularHighlights;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;456;544,-5184;Inherit;False;Property;_EnableSpecularHighlights;Enable Specular Highlights;24;0;Create;True;0;0;0;False;2;Header(Highlights);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1216,-4912;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;696;-832,-4240;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;697;-608,-4240;Inherit;False;SRP Additional Light;-1;;61167;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;698;-320,-4240;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;699;64,-4304;Inherit;True;Property;_TextureRamp2;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;700;-160,-4240;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;701;-544,-4048;Inherit;False;709;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;702;-544,-4128;Inherit;False;710;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;128,-4400;Inherit;False;167;BlendedTextures;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;976,-4864;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;446;432,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;703;432,-4304;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;447;624,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;704;816,-4608;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;448;400,-4400;Inherit;False;695;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;1424,-4912;Inherit;False;CustomLighting;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;714;-832,-2400;Inherit;False;201;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;715;-768,-2080;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;716;-592,-2400;Inherit;True;Property;_TextureSample2;Texture Sample 1;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;717;192,-2480;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;718;-496,-2160;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;719;-16,-2192;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;-0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;720;-16,-2304;Float;False;Property;_SpecularSmoothness1;Specular Smoothness;28;0;Create;True;0;0;0;False;0;False;0.01;0.04;0.001;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;722;384,-2336;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;724;576,-2336;Inherit;False;2;0;FLOAT3;0,0,0;False;1;COLOR;0.05,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;725;384,-2576;Inherit;False;FLOAT3;0;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;726;752,-2336;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;727;992,-2432;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;729;400,-2192;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;730;272,-2160;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;731;16,-2016;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;732;-496,-2016;Inherit;False;444;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;733;-800,-2160;Inherit;False;Blinn-Phong Half Vector;-1;;61171;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;734;-272,-2016;Inherit;False;SRP Additional Light;-1;;61172;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;735;-528,-2496;Inherit;False;496;BlendedAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;723;0,-2576;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;1216,-2432;Inherit;False;DirectSpecHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;464;144,-1712;Inherit;False;IndirectSpecHighlights;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;199;4896,-6656;Inherit;False;DetailMask;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;205;4896,-6032;Inherit;False;OverlayTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;203;4896,-6240;Inherit;False;MainNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;207;4896,-5824;Inherit;False;OverlayNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;201;4896,-6448;Inherit;False;MainTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;197;4896,-6864;Inherit;False;TextureRamp;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4656,-6864;Inherit;True;Property;_TextureRamp;Texture Ramp;2;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4656,-6032;Inherit;True;Property;_OverlayTexture;Overlay Texture;12;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;593;2000,-3648;Inherit;False;218;SurfaceTextureTiling;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;532;1936,-4880;Inherit;False;218;SurfaceTextureTiling;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;610;1936,-3968;Inherit;False;261;OverlayNormalMapScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;737;1936,-5088;Inherit;False;172;OverlayTextureTiling;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;739;1968,-3888;Inherit;False;172;OverlayTextureTiling;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;4112,-6640;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;740;4112,-6848;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;216;3744,-6848;Inherit;False;Property;_OverlayTextureTiling;Overlay Texture Tiling;13;0;Create;True;0;0;0;False;0;False;10.09175;9.2;0;20;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;172;4304,-6848;Inherit;False;OverlayTextureTiling;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;537;2256,-4976;Inherit;True;Cylindrical;World;False;Top Texture 2;_TopTexture2;white;-1;None;Mid Texture 2;_MidTexture2;white;-1;None;Bot Texture 2;_BotTexture2;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;573;2256,-5184;Inherit;True;Cylindrical;World;False;Top Texture 3;_TopTexture3;white;-1;None;Mid Texture 3;_MidTexture3;white;-1;None;Bot Texture 3;_BotTexture3;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;198;4656,-6656;Inherit;True;Property;_DetailMask;Detail Mask;16;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;728;-368,-2192;Float;False;Property;_SpecularSize1;Specular Size;26;0;Create;True;0;0;0;False;1;Space (8);False;0;-0.95;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;636;320,-1264;Inherit;False;679;RimLightColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;454;608,-5008;Inherit;False;Property;_EnableRimLighting1;Enable Rim Lighting;38;0;Create;True;0;0;0;False;2;Header (Rim Lighting);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;616;336,-5840;Inherit;False;Property;_NormalMapInfluence;Normal Map Influence;44;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;449;-208,-4832;Inherit;False;Property;_BaseTint;Base Tint;1;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;627;3040,-1056;Inherit;False;RimLight;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;721;-528,-2688;Float;False;Property;_SpecularTint1;Specular Tint;25;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0.5773503,0.5773503,0.5773503,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;736;-272,-2416;Inherit;False;Property;_SpecularIntensity;Specular Intensity;27;0;Create;True;0;0;0;False;0;False;0.5;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;2944,-6528;Inherit;False;109;CustomLighting;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;758;2832,-4048;Inherit;False;TriNormalOverlay;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;759;2832,-3568;Inherit;False;TriNormalMain;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;748;2352,-976;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;747;2768,-1056;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;764;-32,624;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;770;-816,624;Inherit;False;Property;_EmissionIntensity1;Emission Intensity;33;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;772;16,1024;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;392;-816,704;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;393;-592,704;Inherit;True;Property;_TextureSample1;Texture Sample 1;18;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;765;-304,704;Inherit;False;396;EmissionColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;403;-304,816;Inherit;False;398;EmissionColorAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;405;1120,624;Inherit;False;Property;_EnableEmission;Enable Emission;31;0;Create;True;0;0;0;False;2;Header (Emission);Space (8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;789;2944,-6608;Inherit;False;788;Emission;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;677;2880,-6768;Inherit;False;Property;_Occlusion1;Occlusion;47;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space(8);False;1;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;788;1504,624;Inherit;False;Emission;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;774;16,1184;Inherit;False;Property;_MinIntensity;Min Intensity;36;0;Create;True;0;0;0;False;0;False;0.75;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;775;16,1104;Inherit;False;Property;_MaxIntensity;Max Intensity;37;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;778;464,1104;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;779;464,1216;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;780;656,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;781;848,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;771;928,624;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;777;240,1328;Inherit;False;Constant;_Half;Half;30;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;773;272,1104;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;776;272,1216;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;782;-544,1040;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;783;-336,1040;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;784;-544,1120;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;785;-768,1120;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;786;-768,1040;Inherit;False;Property;_FlickerFrequency;Flicker Frequency;34;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;769;-544,1232;Inherit;False;Property;_FlickerScale;Flicker Scale;35;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;791;-176,1040;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;472;-496,-1696;Inherit;False;World;3;0;FLOAT3;0,0,0;False;1;FLOAT;0.5;False;2;FLOAT;1;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-448,-1776;Float;False;Constant;_Float5;Float 5;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;792;-816,-1584;Inherit;False;Property;_SpecularOcclusion;Specular Occlusion;29;0;Create;True;0;0;0;False;0;False;1;0;0;12;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;1184,-3568;Inherit;False;OverlayCoverage;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;544;736,-3568;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.33;False;2;FLOAT;0.66;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;324;-128,-3728;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;-128,-3568;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;2;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;112,-3632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;-224,-3376;Inherit;True;Property;_CovMask;Coverage Mask;13;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;-464,-3376;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;760;-832,-3648;Inherit;False;758;TriNormalOverlay;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;761;-832,-3728;Inherit;False;759;TriNormalMain;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;331;112,-3376;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;575;384,-3520;Inherit;False;Property;_TransitionStart;Transition Start;20;0;Create;True;0;0;0;False;0;False;0.65;0.65;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;576;384,-3440;Inherit;False;Property;_TransitionEnd;Transition End;21;0;Create;True;0;0;0;False;0;False;0.35;0.35;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;746;-448,-3536;Inherit;False;Property;_OverlayCoverage;Overlay Coverage;18;0;Create;True;0;0;0;False;1;Space(8);False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;538;2448,-4720;Inherit;False;340;OverlayCoverage;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;2768,-5184;Inherit;False;Property;_EdgeWear1;Edge Wear;22;0;Create;True;1;Highlights;0;0;False;1;Space(8);False;1;0.792;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;543;2832,-4912;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;580;2832,-4768;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;528;3376,-5184;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;3568,-4976;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;524;3120,-5184;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;3;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;2768,-4576;Inherit;True;Property;_EdgeWearMaskTextureRef1;Edge Wear Mask Texture Ref;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;519;2544,-4576;Inherit;False;199;DetailMask;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;526;3104,-4528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;535;3104,-4448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;578;3344,-4528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;584;3344,-4448;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;541;3760,-4768;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;529;3552,-4768;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;3;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;527;3232,-4768;Inherit;False;Property;_AmbientOcclusion;Ambient Occlusion;23;0;Create;True;0;0;0;False;0;False;1;0.816;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;542;4048,-4768;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;796;3072,-4880;Inherit;False;Property;_EnableCoverage1;Enable Coverage;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;795;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;591;2320,-3808;Inherit;True;Cylindrical;World;True;Top Texture 4;_TopTexture4;white;-1;None;Mid Texture 4;_MidTexture4;white;-1;None;Bot Texture 4;_BotTexture4;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;590;2896,-3808;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;4304,-4768;Inherit;False;BlendedTextures;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;496;4304,-4880;Inherit;False;BlendedAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;800;3136,-4048;Inherit;False;Property;_Keyword0;Keyword 0;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;795;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;806;3360,-3856;Inherit;True;Property;_TextureSample0;Texture Sample 0;46;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;803;4896,-5616;Inherit;False;MacroNormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;206;4656,-5824;Inherit;True;Property;_OverlayNormalMap;Overlay Normal Map;14;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;True;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;202;4656,-6240;Inherit;True;Property;_SurfaceNormalMap;Surface Normal Map;10;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space(8);False;None;None;True;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;200;4656,-6448;Inherit;True;Property;_SurfaceTexture;Surface Texture;8;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;795;3056,-4976;Inherit;False;Property;_EnableCoverage;Enable Coverage;17;0;Create;True;0;0;0;False;2;Header(Coverage Options);Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;755;-592,-3728;Inherit;False;Property;_CoverageMaskSource;Coverage Mask Source;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;2;SurfaceNormalMap;OverlayNormalMap;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;680;4304,-5904;Inherit;False;RimLightAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;711;3840,-5792;Inherit;False;Property;_RampScale;Ramp Scale;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;712;3840,-5696;Inherit;False;Property;_RampOffset;Ramp Offset;4;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;709;4304,-5696;Inherit;False;RampOffset;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;710;4304,-5792;Inherit;False;RampScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;679;4304,-6016;Inherit;False;RimLightColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;398;4304,-6128;Inherit;False;EmissionColorAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;396;4304,-6240;Inherit;False;EmissionColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;362;3840,-6240;Inherit;False;Property;_EmissionColor;Emission Color;32;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;0,0,0,0;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;678;3840,-6016;Inherit;False;Property;_RimLightColor;Rim Light Color;39;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;260;3792,-6448;Inherit;False;Property;_OverlayNormalScale;Overlay Normal Scale;15;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4304,-6448;Inherit;False;OverlayNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;257;3792,-6528;Inherit;False;Property;_SurfaceNormalScale;Surface Normal Scale;11;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;807;3792,-6368;Inherit;False;Property;_MacroNormalScale;Macro Normal Scale;7;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;808;4304,-6368;Inherit;False;MacroNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;4304,-6528;Inherit;False;SurfaceNormalMapScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;218;4304,-6640;Inherit;False;SurfaceTextureTiling;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;804;3136,-3856;Inherit;False;803;MacroNormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;809;3104,-3760;Inherit;False;808;MacroNormalMapScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;4288,-4048;Inherit;False;BlendedNormals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.BlendNormalsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;805;3664,-3936;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;810;3904,-4048;Inherit;False;Property;_EnableMacroNormals;Enable Macro Normals;5;0;Create;True;0;0;0;False;1;Space(8);False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;802;4656,-5616;Inherit;True;Property;_MacroNormalMap;Macro Normal Map;6;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;44;3744,-6640;Inherit;False;Property;_SurfaceTextureTiling;Surface Texture Tiling;9;0;Create;True;0;0;0;False;0;False;2;8.9;0.001;512;0;1;FLOAT;0
Node;AmplifyShaderEditor.TriplanarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;2320,-4048;Inherit;True;Cylindrical;World;True;Top Texture 5;_TopTexture5;white;-1;None;Mid Texture 5;_MidTexture5;white;-1;None;Bot Texture 5;_BotTexture5;white;-1;None;Triplanar Sampler;Tangent;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;False;8;FLOAT3;1,1,1;False;3;FLOAT2;1,1;False;4;FLOAT;8;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;0;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;3264,-6864;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;15;ToonScapes/URP/Stone;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=SimpleLit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;51;Category;0;0;  Instanced Terrain Normals;1;0;Lighting Model;1;639046412411426532;Workflow;0;0;Surface;0;0;  Keep Alpha;0;0;  Refraction Model;0;0;  Blend;0;0;Two Sided;1;0;Alpha Clipping;0;639046412434242284;  Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0;  Transmission Shadow;0.5,False,;0;Translucency;0;0;  Translucency Strength;1,False,;0;  Normal Distortion;0.5,False,;0;  Scattering;2,False,;0;  Direct;0.9,False,;0;  Ambient;0.1,False,;0;  Shadow;0.5,False,;0;Cast Shadows;1;639056809467599434;Receive Shadows;2;0;Specular Highlights;0;639046412464038104;Environment Reflections;2;0;Receive SSAO;1;639056812780020420;Motion Vectors;0;0;  Add Precomputed Velocity;0;0;  XR Motion Vectors;0;0;GPU Instancing;1;639056812810836558;LOD CrossFade;1;639056812823351191;Built-in Fog;1;639056669117530347;_FinalColorxAlpha;0;0;Meta Pass;0;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0;  Phong;0;0;  Strength;0.5,False,;0;  Type;0;0;  Tess;16,False,;0;  Min;10,False,;0;  Max;25,False,;0;  Edge Length;16,False,;0;  Max Displacement;25,False,;0;Write Depth;0;0;  Early Z;0;0;Vertex Position;1;0;Debug Display;0;0;Clear Coat;0;0;0;12;False;True;True;True;False;True;True;True;True;True;False;False;False;;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;3264,-6864;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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//CHKSM=F2C84F511C5EACC566DB656C570752E38662639B