// Made with Amplify Shader Editor v1.9.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ToonScapes/URP/Water Ripples"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[Header(Textures)][NoScaleOffset][SingleLineTexture][Space(8)] _NoiseTexture( "Noise Texture", 2D ) = "white" {}
		_AlphaClipThreshold( "Alpha Clip Threshold", Range( 0, 1 ) ) = 0
		[Space(8)] _TilingX( "Tiling X", Float ) = 0
		_TilingY( "Tiling Y", Float ) = 0
		[Header(Scrolling Speed)][Space(8)] _X( "X", Float ) = 0
		_Y( "Y", Float ) = 0


		//_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"="TransparentCutout" "Queue"="AlphaTest" "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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			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
			}
			

			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 bakedGI688 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				Light ase_mainLight = GetMainLight( ShadowCoord );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI688, half4( 0, 0, 0, 0 ) );
				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;
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord7.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord7.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float3 BaseColor = saturate( ( ( float4( bakedGI688 , 0.0 ) + ( ase_lightColor * ase_lightColor.a * ase_lightAtten ) ) * temp_output_643_0 ) ).rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = 1;
				float3 Emission = 0;
				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
					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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			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 );

				output.ase_texcoord1.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord1.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;

				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;
				float4 ase_texcoord : TEXCOORD0;
				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.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.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
						 ) : 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 );

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord1.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord1.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
					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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			
			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_texcoord1.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord1.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 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.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.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
						 ) : 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 );

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord1.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord1.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				float AlphaClipThreshold = _AlphaClipThreshold;

				#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 "Meta"
			Tags { "LightMode"="Meta" }

			Cull Off

			HLSLPROGRAM
			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100

			#pragma shader_feature EDITOR_VISUALIZATION

			#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_META

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

			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES2
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#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_fragment _ _REFLECTION_PROBE_ATLAS
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON


			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 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;
				#ifdef EDITOR_VISUALIZATION
					float4 VizUV : TEXCOORD1;
					float4 LightCoord : TEXCOORD2;
				#endif
				float4 lightmapUVOrVertexSH : TEXCOORD3;
				float4 dynamicLightmapUV : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			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
			}
			

			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_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.ase_texcoord5.xyz = ase_normalWS;
				
				output.ase_texcoord6.xy = input.texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord5.w = 0;
				output.ase_texcoord6.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;

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

				output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
				output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

			half4 frag(PackedVaryings input  ) : 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 ase_normalWS = input.ase_texcoord5.xyz;
				float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
				float3 ase_viewDirWS = normalize( ase_viewVectorWS );
				float3 bakedGI688 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				Light ase_mainLight = GetMainLight( ShadowCoord );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI688, half4( 0, 0, 0, 0 ) );
				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;
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord6.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord6.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float3 BaseColor = saturate( ( ( float4( bakedGI688 , 0.0 ) + ( ase_lightColor * ase_lightColor.a * ase_lightAtten ) ) * temp_output_643_0 ) ).rgb;
				float3 Emission = 0;
				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
				#endif

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

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

				return UnityMetaFragment(metaInput);
			}
			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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_VERT_NORMAL
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#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_fragment _ _REFLECTION_PROBE_ATLAS
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON


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

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

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			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
			}
			

			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_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.ase_texcoord3.xyz = ase_normalWS;
				
				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_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 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				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.texcoord1 = input.texcoord1;
				output.texcoord2 = input.texcoord2;
				output.ase_texcoord = input.ase_texcoord;
				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.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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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 ase_normalWS = input.ase_texcoord3.xyz;
				float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
				float3 ase_viewDirWS = normalize( ase_viewVectorWS );
				float3 bakedGI688 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				Light ase_mainLight = GetMainLight( ShadowCoord );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI688, half4( 0, 0, 0, 0 ) );
				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;
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord4.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord4.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float3 BaseColor = saturate( ( ( float4( bakedGI688 , 0.0 ) + ( ase_lightColor * ase_lightColor.a * ase_lightAtten ) ) * temp_output_643_0 ) ).rgb;
				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
				#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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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;
				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 ase_texcoord3 : TEXCOORD3;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			
			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_texcoord3.xy = input.texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord3.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.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;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				output.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

			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

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord3.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord3.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float3 Normal = float3(0, 0, 1);
				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
				#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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


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

			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
			}
			

			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 bakedGI688 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				Light ase_mainLight = GetMainLight( ShadowCoord );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI688, half4( 0, 0, 0, 0 ) );
				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;
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord7.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord7.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float3 BaseColor = saturate( ( ( float4( bakedGI688 , 0.0 ) + ( ase_lightColor * ase_lightColor.a * ase_lightAtten ) ) * temp_output_643_0 ) ).rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = 1;
				float3 Emission = 0;
				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
					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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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"

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			
			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);

				output.ase_texcoord1.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord1.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;

				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 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.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.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
				 ) : 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;

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord1.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord1.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				surfaceDescription.Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					surfaceDescription.AlphaClipThreshold = _AlphaClipThreshold;
				#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 _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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"

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


			#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 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			
			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);

				output.ase_texcoord1.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord1.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;

				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 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.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.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
				 ) : 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;

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord1.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord1.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				surfaceDescription.Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					surfaceDescription.AlphaClipThreshold = _AlphaClipThreshold;
				#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
		}

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

			ColorMask RG

			HLSLPROGRAM

			#define ASE_GEOMETRY
			#define _SPECULAR_SETUP 1
			#define _ALPHATEST_ON
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ DEBUG_DISPLAY
			#define ASE_LIGHTING_SIMPLE
			#define _SPECULARHIGHLIGHTS_OFF
			#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_MOTION_VECTORS

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

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

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

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0


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

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 positionOld : TEXCOORD4;
				#if _ADD_PRECOMPUTED_VELOCITY
					float3 alembicMotionVector : TEXCOORD5;
				#endif
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 positionCSNoJitter : TEXCOORD0;
				float4 previousPositionCSNoJitter : TEXCOORD1;
				float3 positionWS : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _X;
			float _Y;
			float _TilingX;
			float _TilingY;
			float _AlphaClipThreshold;
			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 _NoiseTexture;


			
			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_texcoord3.xy = input.ase_texcoord.xy;
				output.ase_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord3.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

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

				#if defined(APPLICATION_SPACE_WARP_MOTION)
					output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
					output.positionCS = output.positionCSNoJitter;
				#else
					output.positionCS = vertexInput.positionCS;
					output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
				#endif

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

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

				output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );

				output.positionWS = vertexInput.positionWS;

				// removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
				//ApplyMotionVectorZBias( output.positionCS );
				return output;
			}

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

			half4 frag(	PackedVaryings input
				#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 );

				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;

				float2 appendResult690 = (float2(_X , _Y));
				float2 appendResult693 = (float2(_TilingX , _TilingY));
				float2 texCoord637 = input.ase_texcoord3.xy * appendResult693 + float2( 0,0 );
				float2 panner639 = ( 1.0 * _Time.y * ( appendResult690 * float2( 0,0.8 ) ) + texCoord637);
				float2 texCoord646 = input.ase_texcoord3.xy * ( appendResult693 * float2( 2,1 ) ) + float2( 0,0 );
				float2 panner647 = ( 1.0 * _Time.y * appendResult690 + texCoord646);
				float4 temp_output_643_0 = ( tex2D( _NoiseTexture, panner639 ) + tex2D( _NoiseTexture, panner647 ) );
				

				float Alpha = ( temp_output_643_0 * input.ase_color.a ).r;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _AlphaClipThreshold;
				#endif

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

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

				#if defined(ASE_CHANGES_WORLD_POS)
					float3 positionOS = mul( GetWorldToObjectMatrix(),  float4( PositionWS, 1.0 ) ).xyz;
					float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(),  float4( positionOS, 1.0 ) ).xyz;
					input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) );
					input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) );
				#endif

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

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

				#if defined(APPLICATION_SPACE_WARP_MOTION)
					return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
				#else
					return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
				#endif
			}
			ENDHLSL
		}

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

/*ASEBEGIN
Version=19908
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;691;-544,-1264;Inherit;False;Property;_X;X;4;1;[Header];Create;True;1;Scrolling Speed;0;0;False;1;Space(8);False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;692;-544,-1184;Inherit;False;Property;_Y;Y;5;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;698;-1024,-1120;Inherit;False;Constant;_Vector0;Vector 0;5;0;Create;True;0;0;0;False;0;False;2,1;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;695;-1280,-1328;Inherit;False;Property;_TilingY;Tiling Y;3;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;694;-1280,-1408;Inherit;False;Property;_TilingX;Tiling X;2;0;Create;True;1;Scrolling Speed;0;0;False;1;Space(8);False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;690;-320,-1264;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;696;-768,-1120;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;693;-1024,-1408;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;661;-80,-1328;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0.8;False;1;FLOAT2;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;637;-320,-1408;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;2,2;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;646;-320,-1120;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;3,2;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;639;96,-1408;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0.4;False;1;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;647;96,-1120;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0.5;False;1;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;645;400,-1408;Inherit;True;Property;_TextureSample1;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;640;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;648;400,-1120;Inherit;True;Property;_TextureSample2;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;640;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.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;643;768,-1248;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;654;768,-1008;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;653;1152,-1248;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;640;400,-1664;Inherit;True;Property;_NoiseTexture;Noise Texture;0;3;[Header];[NoScaleOffset];[SingleLineTexture];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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;699;1024,-1040;Inherit;False;Property;_AlphaClipThreshold;Alpha Clip Threshold;1;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;704;1808,-1408;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;730;1631.384,-1588.779;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;656;1136,-1552;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;689;1328,-1584;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;688;1072,-1664;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;655;800,-1552;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;675;768,-1424;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;718;1648,-1408;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;720;1648,-1408;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
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;721;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;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;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;722;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;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;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;723;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;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;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;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;724;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;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;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;725;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;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;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=UniversalGBuffer;False;True;12;d3d11;gles;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;switch2;webgpu;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;726;1648,-1408;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;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;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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