// Made with Amplify Shader Editor v1.9.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ToonScapes/URP/Background"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[Header(Fog)][Space(8)][Toggle( _ENABLEFOG_ON )] _EnableFog( "Enable Fog", Float ) = 1
		_FogHeight( "Fog Height", Range( 0, 10000 ) ) = 1
		_FogDensity( "Fog Density", Range( 0, 1 ) ) = 1
		[Header(Color)][Space(8)][Toggle( _ENABLECOLORTINT_ON )] _EnableColorTint( "Enable Color Tint", Float ) = 1
		[Space(8)] _BaseTint( "Base Tint", Color ) = ( 1, 1, 1, 1 )
		[Header(Textures)][NoScaleOffset][SingleLineTexture][Space (8)] _TextureRamp( "Texture Ramp", 2D ) = "white" {}
		_RampScale( "Ramp Scale", Range( 0, 1 ) ) = 0.5
		_RampOffset( "Ramp Offset", Range( 0, 1 ) ) = 0.5
		[NoScaleOffset][SingleLineTexture][Space (8)] _MainTexture( "Main Texture", 2D ) = "white" {}
		[NoScaleOffset][Normal][SingleLineTexture][Space (8)] _NormalMap( "Normal Map", 2D ) = "white" {}
		_NormalScale( "Normal Scale", Range( 0, 5 ) ) = 1


		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

		[HideInInspector] _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][ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0

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

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

	SubShader
	{
		LOD 0

		

		

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

		Cull Back
		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"="UniversalForwardOnly" }

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

			

			HLSLPROGRAM

			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3

			#pragma multi_compile_fragment _ DEBUG_DISPLAY

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_UNLIT

			#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/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.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
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#pragma shader_feature_local _ENABLEFOG_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
			#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
			#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
			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
			#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
			#pragma multi_compile _ _LIGHT_LAYERS


			#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 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float4 positionWSAndFogFactor : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				half4 tangentWS : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 lightmapUVOrVertexSH : TEXCOORD4;
				float4 dynamicLightmapUV : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _MainTexture;
			sampler2D _TextureRamp;
			sampler2D _NormalMap;


			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61167(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
			{
				float3 Color = 0;
				#if defined(_ADDITIONAL_LIGHTS)
					#define SUM_LIGHTLAMBERT(Light)\
						half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
						Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
					InputData inputData = (InputData)0;
					inputData.normalizedScreenSpaceUV = ScreenUV;
					inputData.positionWS = WorldPosition;
					uint meshRenderingLayers = GetMeshRenderingLayer();
					uint pixelLightCount = GetAdditionalLightsCount();	
					#if USE_CLUSTER_LIGHT_LOOP
					[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
					{
						CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					}
					#endif
					
					LIGHT_LOOP_BEGIN( pixelLightCount )
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					LIGHT_LOOP_END
				#endif
				return Color;
			}
			

			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.xy = input.ase_texcoord.xy;
				output.ase_texcoord6 = input.positionOS;
				
				//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 );

				float fogFactor = 0;
				#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
					fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
				#endif

				output.positionCS = vertexInput.positionCS;
				output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor );
				output.normalWS = normalInput.normalWS;
				output.tangentWS = half4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );;
				return output;
			}

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

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#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.positionWSAndFogFactor.xyz );
				#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.positionWSAndFogFactor.xyz;
				float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
				half3 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;

				float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch213 = _BaseTint;
				#else
				float4 staticSwitch213 = color217;
				#endif
				float2 uv_MainTexture18 = input.ase_texcoord3.xy;
				float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
				float2 uv_NormalMap51 = input.ase_texcoord3.xy;
				float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
				unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
				float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
				float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
				float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
				float3 tanNormal6 = unpack51;
				float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
				float3 normalizeResult90 = normalize( worldNormal6 );
				float3 Normals91 = normalizeResult90;
				float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale665 = _RampScale;
				float RampOffset666 = _RampOffset;
				float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
				float2 temp_cast_0 = (CEL_Effect224).xx;
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI167 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals91;
				float3 WorldNormal337_g61167 = WorldNormal281_g61167;
				half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
				float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
				float4 ShadowMask337_g61167 = ShadowMask360_g61167;
				float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
				float4 temp_output_212_0 = ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_0 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) );
				float4 lerpResult761 = lerp( temp_output_212_0 , unity_FogColor , saturate( ( ( ( ( 1.0 - input.ase_texcoord6.xyz.y ) + _FogHeight ) / 10.0 ) * ( _FogDensity / 10.0 ) ) ));
				#ifdef _ENABLEFOG_ON
				float4 staticSwitch721 = lerpResult761;
				#else
				float4 staticSwitch721 = temp_output_212_0;
				#endif
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = staticSwitch721.rgb;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif
				

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

				#if defined( _ALPHATEST_ON )
					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.normalWS = NormalWS;
				inputData.viewDirectionWS = ViewDirWS;

				#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
					float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
					AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
					Color.rgb *= aoFactor.directAmbientOcclusion;
				#endif

				#ifdef ASE_FOG
					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w);
				#endif

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(input.positionCS, Color);
				#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, Alpha );
				#else
					return half4( Color, OutputAlpha( Alpha, isTransparent ) );
				#endif
			}
			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM

			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

			#pragma vertex vert
			#pragma fragment frag

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

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

			

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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
			float3 _LightDirection;
			float3 _LightPosition;

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

				

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

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

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

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
				half3 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));

				#if UNITY_REVERSED_Z
					positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
				#else
					positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
				#endif

				output.positionCS = positionCS;
				return output;
			}

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

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

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

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

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

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

			half4 frag(PackedVaryings input
						#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 );

				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );

				

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

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

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

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

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

				return 0;
			}
			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/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/DebugMipmapStreamingMacros.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

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

			

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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

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

				

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

			half4 frag(PackedVaryings input
						#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 );

				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );

				

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

				return 0;
			}
			ENDHLSL
		}

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

			Cull Off
			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

			#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/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/DebugMipmapStreamingMacros.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
			int _ObjectId;
			int _PassValue;

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

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

				

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

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

				

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

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

				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
				return outColor;
			}
			ENDHLSL
		}

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

			AlphaToMask Off

			HLSLPROGRAM

			#define ASE_VERSION 19908
			#define ASE_SRP_VERSION 170100


			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT

			#define SHADERPASS SHADERPASS_DEPTHONLY

			#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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/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/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

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
			float4 _SelectionID;

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

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

				

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

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

				

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

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

				half4 outColor = 0;
				outColor = unity_SelectionID;

				return outColor;
			}

			ENDHLSL
		}

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

			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

        	#define ASE_VERSION 19908
        	#define ASE_SRP_VERSION 170100


        	#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT

			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define VARYINGS_NEED_NORMAL_WS

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY

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

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

			

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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				half3 normalWS : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

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

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

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

			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 );

				half3 NormalWS = normalize( input.normalWS );
				float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
				float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
				float4 ScreenPos = ComputeScreenPos( ClipPos );

				

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

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

				#ifdef _ALPHATEST_ON
					clip(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
					outNormalWS = half4(NormalizeNormalPerPixel( NormalWS ), 0.0);
				#endif

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

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

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

			

			HLSLPROGRAM

			#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_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_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
			#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_GBUFFER

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

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

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

			#define ASE_NEEDS_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#pragma shader_feature_local _ENABLEFOG_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
			#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
			#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


			#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 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				half3 normalWS : TEXCOORD1;
				half4 tangentWS : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 lightmapUVOrVertexSH : TEXCOORD5;
				float4 dynamicLightmapUV : TEXCOORD6;
				float4 ase_texcoord7 : TEXCOORD7;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseTint;
			float _NormalScale;
			float _RampScale;
			float _RampOffset;
			float _FogHeight;
			float _FogDensity;
			float _AlphaClip;
			float _Cutoff;
			#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 _MainTexture;
			sampler2D _TextureRamp;
			sampler2D _NormalMap;


			#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
			}
			
			half4 CalculateShadowMask343_g61167(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			float3 AdditionalLightsLambertMask171x( float3 WorldPosition, float2 ScreenUV, float3 WorldNormal, float4 ShadowMask )
			{
				float3 Color = 0;
				#if defined(_ADDITIONAL_LIGHTS)
					#define SUM_LIGHTLAMBERT(Light)\
						half3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation );\
						Color += LightingLambert( AttLightColor, Light.direction, WorldNormal );
					InputData inputData = (InputData)0;
					inputData.normalizedScreenSpaceUV = ScreenUV;
					inputData.positionWS = WorldPosition;
					uint meshRenderingLayers = GetMeshRenderingLayer();
					uint pixelLightCount = GetAdditionalLightsCount();	
					#if USE_CLUSTER_LIGHT_LOOP
					[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
					{
						CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					}
					#endif
					
					LIGHT_LOOP_BEGIN( pixelLightCount )
						Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask);
						#ifdef _LIGHT_LAYERS
						if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
						#endif
						{
							SUM_LIGHTLAMBERT( light );
						}
					LIGHT_LOOP_END
				#endif
				return Color;
			}
			

			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_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
				float4 ase_shadowCoords = TransformWorldToShadowCoord( ase_positionWS );
				output.ase_texcoord4 = ase_shadowCoords;
				float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
				OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				#if !defined( OUTPUT_SH4 )
				OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#elif UNITY_VERSION > 60000009
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
				#else
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#endif
				#if defined( DYNAMICLIGHTMAP_ON )
				output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				
				output.ase_texcoord3.xy = input.ase_texcoord.xy;
				output.ase_texcoord7 = input.positionOS;
				
				//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 = half4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );;
				return output;
			}

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

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#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

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

				float3 PositionWS = input.positionWS;
				float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
				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;

				float4 color217 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch213 = _BaseTint;
				#else
				float4 staticSwitch213 = color217;
				#endif
				float2 uv_MainTexture18 = input.ase_texcoord3.xy;
				float4 tex2DNode18 = tex2D( _MainTexture, uv_MainTexture18 );
				float2 uv_NormalMap51 = input.ase_texcoord3.xy;
				float3 unpack51 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap51 ), _NormalScale );
				unpack51.z = lerp( 1, unpack51.z, saturate(_NormalScale) );
				float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
				float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
				float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
				float3 tanNormal6 = unpack51;
				float3 worldNormal6 = normalize( float3( dot( tanToWorld0, tanNormal6 ), dot( tanToWorld1, tanNormal6 ), dot( tanToWorld2, tanNormal6 ) ) );
				float3 normalizeResult90 = normalize( worldNormal6 );
				float3 Normals91 = normalizeResult90;
				float dotResult221 = dot( Normals91 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale665 = _RampScale;
				float RampOffset666 = _RampOffset;
				float CEL_Effect224 = saturate( (dotResult221*RampScale665 + RampOffset666) );
				float2 temp_cast_0 = (CEL_Effect224).xx;
				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;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) //la
				float4 ase_shadowCoords = input.ase_texcoord4;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) //la
				float4 ase_shadowCoords = TransformWorldToShadowCoord( PositionWS );
				#else //la
				float4 ase_shadowCoords = 0;
				#endif //la
				Light ase_mainLight = GetMainLight( ase_shadowCoords );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI167 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI167, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert96 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI167 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals91;
				float3 WorldNormal337_g61167 = WorldNormal281_g61167;
				half4 localCalculateShadowMask343_g61167 = CalculateShadowMask343_g61167();
				float4 ShadowMask360_g61167 = localCalculateShadowMask343_g61167;
				float4 ShadowMask337_g61167 = ShadowMask360_g61167;
				float3 localAdditionalLightsLambertMask171x337_g61167 = AdditionalLightsLambertMask171x( WorldPosition337_g61167 , ScreenUV337_g61167 , WorldNormal337_g61167 , ShadowMask337_g61167 );
				float4 temp_output_212_0 = ( staticSwitch213 * ( ( ( tex2DNode18 * tex2D( _TextureRamp, temp_cast_0 ) ) * HalfLambert96 ) + ( tex2DNode18 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale665 + RampOffset666).xy ) ) ) );
				float4 lerpResult761 = lerp( temp_output_212_0 , unity_FogColor , saturate( ( ( ( ( 1.0 - input.ase_texcoord7.xyz.y ) + _FogHeight ) / 10.0 ) * ( _FogDensity / 10.0 ) ) ));
				#ifdef _ENABLEFOG_ON
				float4 staticSwitch721 = lerpResult761;
				#else
				float4 staticSwitch721 = temp_output_212_0;
				#endif
				

				float3 Color = staticSwitch721.rgb;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif

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

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

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

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(input.positionCS, Color);
				#endif

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

				SurfaceData surfaceData = (SurfaceData)0;
				surfaceData.albedo = Color;
				surfaceData.alpha = Alpha;

			#if defined( _SCREEN_SPACE_OCCLUSION ) // GBuffer never has transparents
				float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV( input.positionCS );
				AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion( normalizedScreenSpaceUV );
				surfaceData.occlusion = aoFactor.directAmbientOcclusion;
			#else
				surfaceData.occlusion = 1;
			#endif

				return PackGBuffersSurfaceData( surfaceData, inputData, float3( 0, 0, 0 ) );
			}

			ENDHLSL
		}
		
	}
	
	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback Off
}
/*ASEBEGIN
Version=19908
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;-2864,-2768;Inherit;True;Property;_NormalMap;Normal Map;9;3;[NoScaleOffset];[Normal];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;132;-2624,-2768;Inherit;False;NormalMap;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;134;-2768,-2000;Inherit;False;132;NormalMap;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;-2816,-1888;Inherit;False;Property;_NormalScale;Normal Scale;10;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-2464,-1952;Inherit;True;Property;_Normal;Normal;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-2144,-1952;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-1952,-1952;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;226;-1712,-2448;Inherit;False;1166.792;305.3181;;7;223;222;221;220;219;668;667;CEL Effect;0.7960785,0.7215686,0,1;0;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;663;-2320,-2976;Inherit;False;Property;_RampScale;Ramp Scale;6;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;662;-2320,-2880;Inherit;False;Property;_RampOffset;Ramp Offset;7;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;91;-1712,-1952;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;-1664,-2304;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;666;-2000,-2880;Inherit;False;RampOffset;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;665;-2000,-2976;Inherit;False;RampScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;220;-1632,-2400;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;221;-1392,-2384;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;668;-1280,-2240;Inherit;False;666;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;667;-1280,-2320;Inherit;False;665;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;-2864,-2448;Inherit;False;816;304;;5;164;165;167;168;166;Half Lambert;0.8078432,0.7294118,0,1;0;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;222;-976,-2384;Inherit;False;3;0;FLOAT;1;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;-720,-2384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;-2816,-2400;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;-2816,-2256;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;-2864,-3184;Inherit;True;Property;_MainTexture;Main Texture;8;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;-2864,-2976;Inherit;True;Property;_TextureRamp;Texture Ramp;5;3;[Header];[NoScaleOffset];[SingleLineTexture];Create;True;1;Textures;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;274;384,-720;Inherit;False;91;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;-2624,-2976;Inherit;False;TextureRamp;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-2624,-3184;Inherit;False;MainTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;-2480,-2256;Inherit;False;Tangent;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;-2480,-2400;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;272;608,-720;Inherit;False;SRP Additional Light;-1;;61167;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;224;-480,-2384;Inherit;False;CEL Effect;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;710;1280,-512;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;-2208,-2400;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;1056,-1168;Inherit;False;122;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;126;1024,-976;Inherit;False;124;TextureRamp;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;225;1024,-896;Inherit;False;224;CEL Effect;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;318;896,-720;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;669;672,-528;Inherit;False;666;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;670;672,-608;Inherit;False;665;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;711;1488,-464;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;712;1280,-368;Inherit;False;Property;_FogHeight;Fog Height;1;0;Create;True;0;0;0;False;0;False;1;0;0;10000;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;1280,-976;Inherit;True;Property;_TextureRamp1;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;1280,-1168;Inherit;True;Property;_MainTexture1;Main Texture 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;664;1056,-720;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;-1984,-2400;Inherit;False;HalfLambert;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;713;1776,-432;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;714;1616,-320;Inherit;False;Property;_FogDensity;Fog Density;2;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;1792,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;218;1760,-1040;Inherit;False;96;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;281;1280,-784;Inherit;True;Property;_TextureRamp2;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;716;1952,-448;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;715;1952,-336;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;217;1344,-1616;Inherit;False;Constant;_DefaultTint;Default Tint;19;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;1984,-1168;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;278;1792,-944;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;211;1344,-1392;Inherit;False;Property;_BaseTint;Base Tint;4;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;717;2144,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;279;2176,-1168;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;213;1920,-1392;Inherit;False;Property;_EnableColorTint;Enable Color Tint;3;0;Create;True;0;0;0;False;2;Header(Color);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FogAndAmbientColorsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;718;2336,-1024;Inherit;True;unity_FogColor;0;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;719;2304,-384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;761;2784,-1024;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;212;2560,-1296;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;-2624,-3392;Inherit;False;Emission Map;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;-2864,-3392;Inherit;True;Property;_EmissionMap;Emission Map;11;2;[NoScaleOffset];[SingleLineTexture];Create;True;0;0;0;False;1;Space (8);False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;721;2976,-1120;Inherit;False;Property;_EnableFog;Enable Fog;0;0;Create;False;0;0;0;False;2;Header(Fog);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;781;2944,-752;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;1;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;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;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;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;;False;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
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//CHKSM=468C50C896E1C5AC29FA31B55CA99CF0DCC9364B