// Made with Amplify Shader Editor v1.9.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ToonScapes/URP/SurfaceTop"
{
	Properties
	{
		_MainTextureTiling( "Main Texture Tiling", Float ) = 2
		[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
		[NoScaleOffset][SingleLineTexture][Space (8)] _EmissionMap( "Emission Map", 2D ) = "white" {}
		[Header(Highlights)][Space(8)][Toggle( _ENABLESPECULARHIGHLIGHTS_ON )] _EnableSpecularHighlights( "Enable Specular Highlights", Float ) = 1
		[Space(8)] _SpecularTint( "Specular Tint", Color ) = ( 1, 1, 1, 1 )
		[Space (8)] _SpecularSize( "Specular Size", Range( 0, 1 ) ) = 0
		_SpecularIntensity( "Specular Intensity", Range( 0, 1 ) ) = 0.5
		_SpecularSmoothness( "Specular Smoothness", Range( 0.001, 1 ) ) = 0.01
		_SpecularOcclusion( "Specular Occlusion", Range( 0, 12 ) ) = 1
		_IndirectSpecularContribution( "Indirect Specular Contribution", Range( 0, 1 ) ) = 1
		[Header (Emission)][Space(8)][Toggle( _ENABLEEMISSION_ON )] _EnableEmission( "Enable Emission", Float ) = 1
		[HDR][Space(8)] _EmissionColor( "Emission Color", Color ) = ( 1, 1, 1, 1 )
		_EmissionIntensity( "Emission Intensity", Float ) = 1
		_FlickerFrequency( "Flicker Frequency", Float ) = 1
		_FlickerScale( "Flicker Scale", Float ) = 1
		_MinIntensity( "Min Intensity", Float ) = 0.75
		_MaxIntensity( "Max Intensity", Float ) = 1
		[Header (Rim Lighting)][Space(8)][Toggle( _ENABLERIMLIGHTING_ON )] _EnableRimLighting( "Enable Rim Lighting", Float ) = 1
		[HDR][Space(8)] _RimLightColor( "Rim Light Color", Color ) = ( 1, 1, 1, 1 )
		[Space (8)] _ViewEdgeThreshold( "ViewEdgeThreshold", Range( 0, 1 ) ) = 0
		_ViewEdgeSoftness( "ViewEdgeSoftness", Range( 0, 1 ) ) = 0
		_RimIntensity1( "Rim Intensity", Range( 0, 1 ) ) = 0.2
		_RimSpread( "Rim Spread", Range( 0, 1 ) ) = 0.2
		[Space (8)] _NormalMapInfluence( "Normal Map Influence", Range( 0, 1 ) ) = 0
		_SpecularInfluence( "Specular Influence", Range( 0, 1 ) ) = 0
		[Space (8)] _DistanceFade1( "Distance Fade", Float ) = 12
		[Header(Surface Options)][Space (8)] _Occlusion( "Occlusion", Range( 0, 1 ) ) = 1


		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5

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

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

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

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

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

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

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

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

	SubShader
	{
		LOD 0

		

		

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

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

		

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

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

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

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

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

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

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

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

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

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

			return CalcTriEdgeTessFactors (f);
		}

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

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

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

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

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

			

			HLSLPROGRAM

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


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

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

			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_FORWARD

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

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

			#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#pragma shader_feature_local _ENABLERIMLIGHTING_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma shader_feature_local _ENABLEEMISSION_ON


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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _NormalMap;
			sampler2D _MainTexture;
			sampler2D _TextureRamp;
			sampler2D _EmissionMap;


			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			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;
			}
			
			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;
			}
			
			half4 CalculateShadowMask343_g61170(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

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

				output.ase_color = input.ase_color;

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

				float3 vertexValue = defaultVertexValue;

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

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

				OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
				#if defined(DYNAMICLIGHTMAP_ON)
					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);

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

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.tangentOS = input.tangentOS;
				output.texcoord = input.texcoord;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = input.texcoord1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = input.texcoord2;
				#endif
				output.ase_color = input.ase_color;
				return output;
			}

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

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

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#endif
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

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

				#if defined( _SURFACE_TYPE_TRANSPARENT )
					const bool isTransparent = true;
				#else
					const bool isTransparent = false;
				#endif

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

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

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

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

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

				float3 RimLightColor361 = _RimLightColor.rgb;
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI350 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI350, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( NormalWS );
				float2 GlobalUV232 = ( (PositionWS).xz / _MainTextureTiling );
				float3 unpack302 = UnpackNormalScale( tex2D( _NormalMap, GlobalUV232 ), _NormalScale );
				unpack302.z = lerp( 1, unpack302.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 tanNormal279 = unpack302;
				float3 worldNormal279 = normalize( float3( dot( tanToWorld0, tanNormal279 ), dot( tanToWorld1, tanNormal279 ), dot( tanToWorld2, tanNormal279 ) ) );
				float3 normalizeResult281 = normalize( worldNormal279 );
				float3 Normals421 = normalizeResult281;
				float3 lerpResult310 = lerp( normalizedWorldNormal , Normals421 , _NormalMapInfluence);
				float3 NormalLerp311 = lerpResult310;
				float dotResult344 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp311 );
				float temp_output_339_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float dotResult340 = dot( NormalLerp311 , ViewDirWS );
				float smoothstepResult343 = smoothstep( temp_output_339_0 , ( temp_output_339_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult340 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult355 = dot( NormalLerp311 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp311;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float smoothstepResult348 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_321_0 = ( ( float4( ( RimLightColor361 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI350 , 0.0 ) * ( ( 1.0 - saturate( dotResult344 ) ) * smoothstepResult343 ) * saturate( ( ( -0.2 + dotResult355 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult348 ) );
				float4 lerpResult323 = lerp( temp_output_321_0 , ( temp_output_321_0 * tex2D( _MainTexture, GlobalUV232 ).a ) , _SpecularInfluence);
				float4 RimLight435 = ( lerpResult323 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING_ON
				float4 staticSwitch416 = RimLight435;
				#else
				float4 staticSwitch416 = float4( 0,0,0,0 );
				#endif
				float4 color289 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch415 = _BaseTint;
				#else
				float4 staticSwitch415 = color289;
				#endif
				float4 tex2DNode300 = tex2D( _MainTexture, GlobalUV232 );
				float dotResult364 = dot( Normals421 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale384 = _RampScale;
				float RampOffset383 = _RampOffset;
				float CEL_Effect305 = saturate( (dotResult364*RampScale384 + RampOffset383) );
				float2 temp_cast_3 = (CEL_Effect305).xx;
				float3 bakedGI371 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI371, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert374 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI371 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals421;
				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 );
				float3 temp_cast_6 = (1.0).xxx;
				half3 reflectVector413 = reflect( -ViewDirWS, Normals421 );
				float3 indirectSpecular413 = GlossyEnvironmentReflection( reflectVector413, PositionWS, 1.0 - tex2D( _MainTexture, GlobalUV232 ).a, _SpecularOcclusion, ScreenPosNorm.xy );
				float3 lerpResult284 = lerp( temp_cast_6 , indirectSpecular413 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights434 = lerpResult284;
				float4 temp_output_392_0 = ( _SpecularTint * tex2D( _MainTexture, GlobalUV232 ).a * _SpecularIntensity );
				float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult390 = dot( normalizeResult4_g61169 , Normals421 );
				float3 WorldPosition288_g61170 = PositionWS;
				float3 WorldPosition337_g61170 = WorldPosition288_g61170;
				float2 ScreenUV286_g61170 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61170 = ScreenUV286_g61170;
				float3 WorldNormal281_g61170 = Normals421;
				float3 WorldNormal337_g61170 = WorldNormal281_g61170;
				half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
				float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
				float4 ShadowMask337_g61170 = ShadowMask360_g61170;
				float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
				float4 DirectSpecHighlights405 = ( float4( (temp_output_392_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult390 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_392_0 ) * _SpecularSmoothness ) ) ) );
				float4 SpecularHighlights409 = ( float4( IndirectSpecHighlights434 , 0.0 ) * DirectSpecHighlights405 * HalfLambert374 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch404 = SpecularHighlights409;
				#else
				float4 staticSwitch404 = float4( 0,0,0,0 );
				#endif
				
				float3 EmissionColor298 = _EmissionColor.rgb;
				float EmissionAlpha299 = _EmissionColor.a;
				float mulTime454 = _TimeParameters.x * _FlickerFrequency;
				#ifdef _ENABLEEMISSION_ON
				float3 staticSwitch440 = ( ( _EmissionIntensity * EmissionColor298 * tex2D( _EmissionMap, GlobalUV232 ).rgb * EmissionAlpha299 ) * ( ( sin( ( ( mulTime454 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
				#else
				float3 staticSwitch440 = float3( 0,0,0 );
				#endif
				float3 Emission433 = staticSwitch440;
				

				float3 BaseColor = ( staticSwitch416 + ( staticSwitch415 * ( ( ( tex2DNode300 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert374 ) + ( tex2DNode300 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale384 + RampOffset383).xy ) ) ) ) + staticSwitch404 ).rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = _Occlusion;
				float3 Emission = Emission433;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

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

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

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

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

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

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

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

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

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

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

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

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

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

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

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

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;

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

					SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );

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

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

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

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

					SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );

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

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

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

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

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

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

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

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

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM

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


			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW

			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_SHADOWCASTER

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

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

			

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

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			float3 _LightDirection;
			float3 _LightPosition;

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

				

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				

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

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

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

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

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

				return 0;
			}
			ENDHLSL
		}

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

			ZWrite On
			ColorMask R
			AlphaToMask Off

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_DEPTHONLY

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

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

			

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

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

				

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

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

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

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

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

				

				float Alpha = 1;
				float AlphaClipThreshold = _Cutoff;

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

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

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

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

				return 0;
			}
			ENDHLSL
		}

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

			Cull Off

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

			#pragma shader_feature EDITOR_VISUALIZATION

			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_META

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

			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES2
			#define ASE_NEEDS_VERT_TANGENT
			#pragma shader_feature_local _ENABLERIMLIGHTING_ON
			#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 shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
			#pragma shader_feature_local _ENABLEEMISSION_ON


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

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				#ifdef EDITOR_VISUALIZATION
					float4 VizUV : TEXCOORD1;
					float4 LightCoord : TEXCOORD2;
				#endif
				float4 lightmapUVOrVertexSH : TEXCOORD3;
				float4 dynamicLightmapUV : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_texcoord8 : TEXCOORD8;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _NormalMap;
			sampler2D _MainTexture;
			sampler2D _TextureRamp;
			sampler2D _EmissionMap;


			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			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;
			}
			
			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;
			}
			
			half4 CalculateShadowMask343_g61170(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

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

				float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
				OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
				#if !defined( OUTPUT_SH4 )
				OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#elif UNITY_VERSION > 60000009
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
				#else
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#endif
				#if defined( DYNAMICLIGHTMAP_ON )
				output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				output.ase_texcoord5.xyz = ase_normalWS;
				float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
				output.ase_texcoord6.xyz = ase_tangentWS;
				float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
				float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
				output.ase_texcoord7.xyz = ase_bitangentWS;
				float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
				float4 screenPos = ComputeScreenPos( ase_positionCS );
				output.ase_texcoord8 = screenPos;
				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_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord5.w = 0;
				output.ase_texcoord6.w = 0;
				output.ase_texcoord7.w = 0;

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

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

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

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

				float3 RimLightColor361 = _RimLightColor.rgb;
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 ase_normalWS = input.ase_texcoord5.xyz;
				float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
				float3 ase_viewDirWS = normalize( ase_viewVectorWS );
				float3 bakedGI350 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI350, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( ase_normalWS );
				float2 GlobalUV232 = ( (PositionWS).xz / _MainTextureTiling );
				float3 unpack302 = UnpackNormalScale( tex2D( _NormalMap, GlobalUV232 ), _NormalScale );
				unpack302.z = lerp( 1, unpack302.z, saturate(_NormalScale) );
				float3 ase_tangentWS = input.ase_texcoord6.xyz;
				float3 ase_bitangentWS = input.ase_texcoord7.xyz;
				float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
				float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
				float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
				float3 tanNormal279 = unpack302;
				float3 worldNormal279 = normalize( float3( dot( tanToWorld0, tanNormal279 ), dot( tanToWorld1, tanNormal279 ), dot( tanToWorld2, tanNormal279 ) ) );
				float3 normalizeResult281 = normalize( worldNormal279 );
				float3 Normals421 = normalizeResult281;
				float3 lerpResult310 = lerp( normalizedWorldNormal , Normals421 , _NormalMapInfluence);
				float3 NormalLerp311 = lerpResult310;
				float dotResult344 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp311 );
				float temp_output_339_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS );
				float dotResult340 = dot( NormalLerp311 , ase_viewDirSafeWS );
				float smoothstepResult343 = smoothstep( temp_output_339_0 , ( temp_output_339_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult340 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult355 = dot( NormalLerp311 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float4 screenPos = input.ase_texcoord8;
				float4 ase_positionSSNorm = screenPos / screenPos.w;
				ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
				float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp311;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float smoothstepResult348 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_321_0 = ( ( float4( ( RimLightColor361 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI350 , 0.0 ) * ( ( 1.0 - saturate( dotResult344 ) ) * smoothstepResult343 ) * saturate( ( ( -0.2 + dotResult355 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult348 ) );
				float4 lerpResult323 = lerp( temp_output_321_0 , ( temp_output_321_0 * tex2D( _MainTexture, GlobalUV232 ).a ) , _SpecularInfluence);
				float4 RimLight435 = ( lerpResult323 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING_ON
				float4 staticSwitch416 = RimLight435;
				#else
				float4 staticSwitch416 = float4( 0,0,0,0 );
				#endif
				float4 color289 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch415 = _BaseTint;
				#else
				float4 staticSwitch415 = color289;
				#endif
				float4 tex2DNode300 = tex2D( _MainTexture, GlobalUV232 );
				float dotResult364 = dot( Normals421 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale384 = _RampScale;
				float RampOffset383 = _RampOffset;
				float CEL_Effect305 = saturate( (dotResult364*RampScale384 + RampOffset383) );
				float2 temp_cast_3 = (CEL_Effect305).xx;
				float3 bakedGI371 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI371, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert374 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI371 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals421;
				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 );
				float3 temp_cast_6 = (1.0).xxx;
				half3 reflectVector413 = reflect( -ase_viewDirWS, Normals421 );
				float3 indirectSpecular413 = GlossyEnvironmentReflection( reflectVector413, PositionWS, 1.0 - tex2D( _MainTexture, GlobalUV232 ).a, _SpecularOcclusion, ase_positionSSNorm.xy );
				float3 lerpResult284 = lerp( temp_cast_6 , indirectSpecular413 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights434 = lerpResult284;
				float4 temp_output_392_0 = ( _SpecularTint * tex2D( _MainTexture, GlobalUV232 ).a * _SpecularIntensity );
				float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult390 = dot( normalizeResult4_g61169 , Normals421 );
				float3 WorldPosition288_g61170 = PositionWS;
				float3 WorldPosition337_g61170 = WorldPosition288_g61170;
				float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61170 = ScreenUV286_g61170;
				float3 WorldNormal281_g61170 = Normals421;
				float3 WorldNormal337_g61170 = WorldNormal281_g61170;
				half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
				float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
				float4 ShadowMask337_g61170 = ShadowMask360_g61170;
				float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
				float4 DirectSpecHighlights405 = ( float4( (temp_output_392_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult390 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_392_0 ) * _SpecularSmoothness ) ) ) );
				float4 SpecularHighlights409 = ( float4( IndirectSpecHighlights434 , 0.0 ) * DirectSpecHighlights405 * HalfLambert374 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch404 = SpecularHighlights409;
				#else
				float4 staticSwitch404 = float4( 0,0,0,0 );
				#endif
				
				float3 EmissionColor298 = _EmissionColor.rgb;
				float EmissionAlpha299 = _EmissionColor.a;
				float mulTime454 = _TimeParameters.x * _FlickerFrequency;
				#ifdef _ENABLEEMISSION_ON
				float3 staticSwitch440 = ( ( _EmissionIntensity * EmissionColor298 * tex2D( _EmissionMap, GlobalUV232 ).rgb * EmissionAlpha299 ) * ( ( sin( ( ( mulTime454 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
				#else
				float3 staticSwitch440 = float3( 0,0,0 );
				#endif
				float3 Emission433 = staticSwitch440;
				

				float3 BaseColor = ( staticSwitch416 + ( staticSwitch415 * ( ( ( tex2DNode300 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert374 ) + ( tex2DNode300 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale384 + RampOffset383).xy ) ) ) ) + staticSwitch404 ).rgb;
				float3 Emission = Emission433;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
				#endif

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

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

				return UnityMetaFragment(metaInput);
			}
			ENDHLSL
		}

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

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

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_2D

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

			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_NORMAL
			#define ASE_NEEDS_VERT_TANGENT
			#pragma shader_feature_local _ENABLERIMLIGHTING_ON
			#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 shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma multi_compile _ _CLUSTER_LIGHT_LOOP


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

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float3 positionWS : TEXCOORD0;
				float4 lightmapUVOrVertexSH : TEXCOORD1;
				float4 dynamicLightmapUV : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _NormalMap;
			sampler2D _MainTexture;
			sampler2D _TextureRamp;


			half3 ASEIndirectDiffuse( PackedVaryings input, half3 normalWS, float3 positionWS, half3 viewDirWS )
			{
			#if defined( DYNAMICLIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, 0, normalWS );
			#elif defined( LIGHTMAP_ON )
				return SAMPLE_GI( input.lightmapUVOrVertexSH.xy, 0, normalWS );
			#elif defined( PROBE_VOLUMES_L1 ) || defined( PROBE_VOLUMES_L2 )
				return SampleProbeVolumePixel( SampleSH( normalWS ), positionWS, normalWS, viewDirWS, input.positionCS.xy );
			#else
				return SampleSH( normalWS );
			#endif
			}
			
			half4 CalculateShadowMask343_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			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;
			}
			
			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;
			}
			
			half4 CalculateShadowMask343_g61170(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

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

				float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
				OUTPUT_LIGHTMAP_UV( input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy );
				float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
				#if !defined( OUTPUT_SH4 )
				OUTPUT_SH( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#elif UNITY_VERSION > 60000009
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
				#else
				OUTPUT_SH4( ase_positionWS, ase_normalWS, GetWorldSpaceNormalizeViewDir( ase_positionWS ), output.lightmapUVOrVertexSH.xyz );
				#endif
				#if defined( DYNAMICLIGHTMAP_ON )
				output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				output.ase_texcoord3.xyz = ase_normalWS;
				float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
				output.ase_texcoord4.xyz = ase_tangentWS;
				float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
				float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
				output.ase_texcoord5.xyz = ase_bitangentWS;
				float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
				float4 screenPos = ComputeScreenPos( ase_positionCS );
				output.ase_texcoord6 = screenPos;
				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_color = input.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				output.ase_texcoord3.w = 0;
				output.ase_texcoord4.w = 0;
				output.ase_texcoord5.w = 0;

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

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

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

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

				float3 RimLightColor361 = _RimLightColor.rgb;
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 ase_normalWS = input.ase_texcoord3.xyz;
				float3 ase_viewVectorWS = ( ( unity_OrthoParams.w == 0 ) ? _WorldSpaceCameraPos - PositionWS : UNITY_MATRIX_V[ 2 ].xyz );
				float3 ase_viewDirWS = normalize( ase_viewVectorWS );
				float3 bakedGI350 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI350, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( ase_normalWS );
				float2 GlobalUV232 = ( (PositionWS).xz / _MainTextureTiling );
				float3 unpack302 = UnpackNormalScale( tex2D( _NormalMap, GlobalUV232 ), _NormalScale );
				unpack302.z = lerp( 1, unpack302.z, saturate(_NormalScale) );
				float3 ase_tangentWS = input.ase_texcoord4.xyz;
				float3 ase_bitangentWS = input.ase_texcoord5.xyz;
				float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
				float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
				float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
				float3 tanNormal279 = unpack302;
				float3 worldNormal279 = normalize( float3( dot( tanToWorld0, tanNormal279 ), dot( tanToWorld1, tanNormal279 ), dot( tanToWorld2, tanNormal279 ) ) );
				float3 normalizeResult281 = normalize( worldNormal279 );
				float3 Normals421 = normalizeResult281;
				float3 lerpResult310 = lerp( normalizedWorldNormal , Normals421 , _NormalMapInfluence);
				float3 NormalLerp311 = lerpResult310;
				float dotResult344 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp311 );
				float temp_output_339_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float3 ase_viewDirSafeWS = SafeNormalize( ase_viewVectorWS );
				float dotResult340 = dot( NormalLerp311 , ase_viewDirSafeWS );
				float smoothstepResult343 = smoothstep( temp_output_339_0 , ( temp_output_339_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult340 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult355 = dot( NormalLerp311 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float4 screenPos = input.ase_texcoord6;
				float4 ase_positionSSNorm = screenPos / screenPos.w;
				ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
				float2 ScreenUV286_g61164 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp311;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float smoothstepResult348 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_321_0 = ( ( float4( ( RimLightColor361 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI350 , 0.0 ) * ( ( 1.0 - saturate( dotResult344 ) ) * smoothstepResult343 ) * saturate( ( ( -0.2 + dotResult355 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult348 ) );
				float4 lerpResult323 = lerp( temp_output_321_0 , ( temp_output_321_0 * tex2D( _MainTexture, GlobalUV232 ).a ) , _SpecularInfluence);
				float4 RimLight435 = ( lerpResult323 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING_ON
				float4 staticSwitch416 = RimLight435;
				#else
				float4 staticSwitch416 = float4( 0,0,0,0 );
				#endif
				float4 color289 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch415 = _BaseTint;
				#else
				float4 staticSwitch415 = color289;
				#endif
				float4 tex2DNode300 = tex2D( _MainTexture, GlobalUV232 );
				float dotResult364 = dot( Normals421 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale384 = _RampScale;
				float RampOffset383 = _RampOffset;
				float CEL_Effect305 = saturate( (dotResult364*RampScale384 + RampOffset383) );
				float2 temp_cast_3 = (CEL_Effect305).xx;
				float3 bakedGI371 = ASEIndirectDiffuse( input, ase_normalWS, PositionWS, ase_viewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, ase_normalWS, bakedGI371, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert374 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI371 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals421;
				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 );
				float3 temp_cast_6 = (1.0).xxx;
				half3 reflectVector413 = reflect( -ase_viewDirWS, Normals421 );
				float3 indirectSpecular413 = GlossyEnvironmentReflection( reflectVector413, PositionWS, 1.0 - tex2D( _MainTexture, GlobalUV232 ).a, _SpecularOcclusion, ase_positionSSNorm.xy );
				float3 lerpResult284 = lerp( temp_cast_6 , indirectSpecular413 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights434 = lerpResult284;
				float4 temp_output_392_0 = ( _SpecularTint * tex2D( _MainTexture, GlobalUV232 ).a * _SpecularIntensity );
				float3 normalizeResult4_g61169 = normalize( ( ase_viewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult390 = dot( normalizeResult4_g61169 , Normals421 );
				float3 WorldPosition288_g61170 = PositionWS;
				float3 WorldPosition337_g61170 = WorldPosition288_g61170;
				float2 ScreenUV286_g61170 = (ase_positionSSNorm).xy;
				float2 ScreenUV337_g61170 = ScreenUV286_g61170;
				float3 WorldNormal281_g61170 = Normals421;
				float3 WorldNormal337_g61170 = WorldNormal281_g61170;
				half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
				float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
				float4 ShadowMask337_g61170 = ShadowMask360_g61170;
				float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
				float4 DirectSpecHighlights405 = ( float4( (temp_output_392_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult390 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_392_0 ) * _SpecularSmoothness ) ) ) );
				float4 SpecularHighlights409 = ( float4( IndirectSpecHighlights434 , 0.0 ) * DirectSpecHighlights405 * HalfLambert374 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch404 = SpecularHighlights409;
				#else
				float4 staticSwitch404 = float4( 0,0,0,0 );
				#endif
				

				float3 BaseColor = ( staticSwitch416 + ( staticSwitch415 * ( ( ( tex2DNode300 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert374 ) + ( tex2DNode300 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale384 + RampOffset383).xy ) ) ) ) + staticSwitch404 ).rgb;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
				#endif

				half4 color = half4(BaseColor, Alpha );

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

				return color;
			}
			ENDHLSL
		}

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

			ZWrite On
			Blend One Zero
			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
			//#define SHADERPASS SHADERPASS_DEPTHNORMALS

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

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

			#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			

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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				half4 texcoord : TEXCOORD0;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				

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

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

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

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

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

				#if defined(_GBUFFER_NORMALS_OCT)
					float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
					outNormalWS = half4(packedNormalWS, 0.0);
				#else
					#if defined(_NORMALMAP)
						#if _NORMAL_DROPOFF_TS
							float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
						#elif _NORMAL_DROPOFF_OS
							float3 normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							float3 normalWS = Normal;
						#endif
					#else
						float3 normalWS = NormalWS;
					#endif
					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
				#endif

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

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

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

			HLSLPROGRAM

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


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

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

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

			#pragma vertex vert
			#pragma fragment frag

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

			#define SHADERPASS SHADERPASS_GBUFFER

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

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

			#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_WORLD_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_TEXTURE_COORDINATES1
			#define ASE_NEEDS_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
			#pragma shader_feature_local _ENABLERIMLIGHTING_ON
			#pragma shader_feature_local _ENABLECOLORTINT_ON
			#pragma shader_feature_local _ENABLESPECULARHIGHLIGHTS_ON
			#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
			#pragma shader_feature_local _ENABLEEMISSION_ON


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

			struct Attributes
			{
				float4 positionOS : POSITION;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _NormalMap;
			sampler2D _MainTexture;
			sampler2D _TextureRamp;
			sampler2D _EmissionMap;


			#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_g61164(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			
			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;
			}
			
			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;
			}
			
			half4 CalculateShadowMask343_g61170(  )
			{
				#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
				half4 shadowMask = inputData.shadowMask;
				#elif !defined (LIGHTMAP_ON)
				half4 shadowMask = unity_ProbesOcclusion;
				#else
				half4 shadowMask = half4(1, 1, 1, 1);
				#endif
				return shadowMask;
			}
			

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

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

				float3 vertexValue = defaultVertexValue;

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

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

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

				OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
				#if defined(DYNAMICLIGHTMAP_ON)
					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);

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

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 positionOS : INTERNALTESSPOS;
				half3 normalOS : NORMAL;
				half4 tangentOS : TANGENT;
				float4 texcoord : TEXCOORD0;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					float4 texcoord1 : TEXCOORD1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					float4 texcoord2 : TEXCOORD2;
				#endif
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.positionOS = input.positionOS;
				output.normalOS = input.normalOS;
				output.tangentOS = input.tangentOS;
				output.texcoord = input.texcoord;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = input.texcoord1;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = input.texcoord2;
				#endif
				output.ase_color = input.ase_color;
				return output;
			}

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

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

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
					output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
					output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				#endif
				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			GBufferFragOutput frag ( PackedVaryings input
								#if defined( ASE_DEPTH_WRITE_ON )
								,out float outputDepth : ASE_SV_DEPTH
								#endif
								 )
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);

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

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

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

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

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

				float3 RimLightColor361 = _RimLightColor.rgb;
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoord );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float3 bakedGI350 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI350, half4( 0, 0, 0, 0 ) );
				float3 normalizedWorldNormal = normalize( NormalWS );
				float2 GlobalUV232 = ( (PositionWS).xz / _MainTextureTiling );
				float3 unpack302 = UnpackNormalScale( tex2D( _NormalMap, GlobalUV232 ), _NormalScale );
				unpack302.z = lerp( 1, unpack302.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 tanNormal279 = unpack302;
				float3 worldNormal279 = normalize( float3( dot( tanToWorld0, tanNormal279 ), dot( tanToWorld1, tanNormal279 ), dot( tanToWorld2, tanNormal279 ) ) );
				float3 normalizeResult281 = normalize( worldNormal279 );
				float3 Normals421 = normalizeResult281;
				float3 lerpResult310 = lerp( normalizedWorldNormal , Normals421 , _NormalMapInfluence);
				float3 NormalLerp311 = lerpResult310;
				float dotResult344 = dot( SafeNormalize( _MainLightPosition.xyz ) , NormalLerp311 );
				float temp_output_339_0 =  (0.4 + ( _ViewEdgeThreshold - 0.0 ) * ( 1.0 - 0.4 ) / ( 1.0 - 0.0 ) );
				float dotResult340 = dot( NormalLerp311 , ViewDirWS );
				float smoothstepResult343 = smoothstep( temp_output_339_0 , ( temp_output_339_0 + _ViewEdgeSoftness ) , ( 1.0 - saturate( dotResult340 ) ));
				float3 normalizeResult4_g61166 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult355 = dot( NormalLerp311 , ( normalizeResult4_g61166 * _RimSpread ) );
				float3 WorldPosition288_g61164 = PositionWS;
				float3 WorldPosition337_g61164 = WorldPosition288_g61164;
				float2 ScreenUV286_g61164 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61164 = ScreenUV286_g61164;
				float3 WorldNormal281_g61164 = NormalLerp311;
				float3 WorldNormal337_g61164 = WorldNormal281_g61164;
				half4 localCalculateShadowMask343_g61164 = CalculateShadowMask343_g61164();
				float4 ShadowMask360_g61164 = localCalculateShadowMask343_g61164;
				float4 ShadowMask337_g61164 = ShadowMask360_g61164;
				float3 localAdditionalLightsLambertMask171x337_g61164 = AdditionalLightsLambertMask171x( WorldPosition337_g61164 , ScreenUV337_g61164 , WorldNormal337_g61164 , ShadowMask337_g61164 );
				float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ) + 1e-7;
				float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
				float smoothstepResult348 = smoothstep( 0.0 , _DistanceFade1 , distance( PositionWS , _WorldSpaceCameraPos ));
				float4 temp_output_321_0 = ( ( float4( ( RimLightColor361 *  (0.0 + ( _RimIntensity1 - 0.0 ) * ( 1000.0 - 0.0 ) / ( 1.0 - 0.0 ) ) ) , 0.0 ) * ase_lightAtten * float4( bakedGI350 , 0.0 ) * ( ( 1.0 - saturate( dotResult344 ) ) * smoothstepResult343 ) * saturate( ( ( -0.2 + dotResult355 ) + ( float4( saturate( localAdditionalLightsLambertMask171x337_g61164 ) , 0.0 ) * ase_lightColor ) ) ) ) * ( 1.0 - smoothstepResult348 ) );
				float4 lerpResult323 = lerp( temp_output_321_0 , ( temp_output_321_0 * tex2D( _MainTexture, GlobalUV232 ).a ) , _SpecularInfluence);
				float4 RimLight435 = ( lerpResult323 * input.ase_color.a );
				#ifdef _ENABLERIMLIGHTING_ON
				float4 staticSwitch416 = RimLight435;
				#else
				float4 staticSwitch416 = float4( 0,0,0,0 );
				#endif
				float4 color289 = IsGammaSpace() ? float4( 1, 1, 1, 1 ) : float4( 1, 1, 1, 1 );
				#ifdef _ENABLECOLORTINT_ON
				float4 staticSwitch415 = _BaseTint;
				#else
				float4 staticSwitch415 = color289;
				#endif
				float4 tex2DNode300 = tex2D( _MainTexture, GlobalUV232 );
				float dotResult364 = dot( Normals421 , SafeNormalize( _MainLightPosition.xyz ) );
				float RampScale384 = _RampScale;
				float RampOffset383 = _RampOffset;
				float CEL_Effect305 = saturate( (dotResult364*RampScale384 + RampOffset383) );
				float2 temp_cast_3 = (CEL_Effect305).xx;
				float3 bakedGI371 = ASEIndirectDiffuse( input, NormalWS, PositionWS, ViewDirWS );
				MixRealtimeAndBakedGI( ase_mainLight, NormalWS, bakedGI371, half4( 0, 0, 0, 0 ) );
				float4 HalfLambert374 = ( ( ase_lightColor * ase_lightAtten ) + float4( bakedGI371 , 0.0 ) );
				float3 WorldPosition288_g61167 = PositionWS;
				float3 WorldPosition337_g61167 = WorldPosition288_g61167;
				float2 ScreenUV286_g61167 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61167 = ScreenUV286_g61167;
				float3 WorldNormal281_g61167 = Normals421;
				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 );
				float3 temp_cast_6 = (1.0).xxx;
				half3 reflectVector413 = reflect( -ViewDirWS, Normals421 );
				float3 indirectSpecular413 = GlossyEnvironmentReflection( reflectVector413, PositionWS, 1.0 - tex2D( _MainTexture, GlobalUV232 ).a, _SpecularOcclusion, ScreenPosNorm.xy );
				float3 lerpResult284 = lerp( temp_cast_6 , indirectSpecular413 , _IndirectSpecularContribution);
				float3 IndirectSpecHighlights434 = lerpResult284;
				float4 temp_output_392_0 = ( _SpecularTint * tex2D( _MainTexture, GlobalUV232 ).a * _SpecularIntensity );
				float3 normalizeResult4_g61169 = normalize( ( ViewDirWS + SafeNormalize( _MainLightPosition.xyz ) ) );
				float dotResult390 = dot( normalizeResult4_g61169 , Normals421 );
				float3 WorldPosition288_g61170 = PositionWS;
				float3 WorldPosition337_g61170 = WorldPosition288_g61170;
				float2 ScreenUV286_g61170 = (ScreenPosNorm).xy;
				float2 ScreenUV337_g61170 = ScreenUV286_g61170;
				float3 WorldNormal281_g61170 = Normals421;
				float3 WorldNormal337_g61170 = WorldNormal281_g61170;
				half4 localCalculateShadowMask343_g61170 = CalculateShadowMask343_g61170();
				float4 ShadowMask360_g61170 = localCalculateShadowMask343_g61170;
				float4 ShadowMask337_g61170 = ShadowMask360_g61170;
				float3 localAdditionalLightsLambertMask171x337_g61170 = AdditionalLightsLambertMask171x( WorldPosition337_g61170 , ScreenUV337_g61170 , WorldNormal337_g61170 , ShadowMask337_g61170 );
				float4 DirectSpecHighlights405 = ( float4( (temp_output_392_0).rgb , 0.0 ) * saturate( ( float4( (  (-1.0 + ( _SpecularSize - 0.0 ) * ( -0.5 - -1.0 ) / ( 1.0 - 0.0 ) ) + ( dotResult390 + saturate( localAdditionalLightsLambertMask171x337_g61170 ) ) ) , 0.0 ) / ( ( 1.0 - temp_output_392_0 ) * _SpecularSmoothness ) ) ) );
				float4 SpecularHighlights409 = ( float4( IndirectSpecHighlights434 , 0.0 ) * DirectSpecHighlights405 * HalfLambert374 );
				#ifdef _ENABLESPECULARHIGHLIGHTS_ON
				float4 staticSwitch404 = SpecularHighlights409;
				#else
				float4 staticSwitch404 = float4( 0,0,0,0 );
				#endif
				
				float3 EmissionColor298 = _EmissionColor.rgb;
				float EmissionAlpha299 = _EmissionColor.a;
				float mulTime454 = _TimeParameters.x * _FlickerFrequency;
				#ifdef _ENABLEEMISSION_ON
				float3 staticSwitch440 = ( ( _EmissionIntensity * EmissionColor298 * tex2D( _EmissionMap, GlobalUV232 ).rgb * EmissionAlpha299 ) * ( ( sin( ( ( mulTime454 + ( PositionWS.x + PositionWS.z ) ) / _FlickerScale ) ) * ( ( _MaxIntensity - _MinIntensity ) * 0.5 ) ) + ( ( _MaxIntensity + _MinIntensity ) * 0.5 ) ) );
				#else
				float3 staticSwitch440 = float3( 0,0,0 );
				#endif
				float3 Emission433 = staticSwitch440;
				

				float3 BaseColor = ( staticSwitch416 + ( staticSwitch415 * ( ( ( tex2DNode300 * tex2D( _TextureRamp, temp_cast_3 ) ) * HalfLambert374 ) + ( tex2DNode300 * tex2D( _TextureRamp, (saturate( localAdditionalLightsLambertMask171x337_g61167 )*RampScale384 + RampOffset383).xy ) ) ) ) + staticSwitch404 ).rgb;
				float3 Normal = float3(0, 0, 1);
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = _Occlusion;
				float3 Emission = Emission433;
				float Alpha = 1;
				#if defined( _ALPHATEST_ON )
					float AlphaClipThreshold = _Cutoff;
					float AlphaClipThresholdShadow = 0.5;
				#endif
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

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

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

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

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

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

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

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

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

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

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

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

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

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

				Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
				half4 color;
				MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);

				color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0,
                              inputData.bakedGI, Occlusion, inputData.positionWS,
                              inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);

				color.a = Alpha;

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

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

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

			ENDHLSL
		}

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

			Cull Off
			AlphaToMask Off

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

			#define SCENESELECTIONPASS 1

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

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

			

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

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

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

				

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

				float3 vertexValue = defaultVertexValue;

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

				input.normalOS = input.normalOS;

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

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

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

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

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

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

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

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

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

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

				

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

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

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

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

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

			ENDHLSL
		}

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

			AlphaToMask Off

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

		    #define SCENEPICKINGPASS 1

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

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

			

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

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

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

				

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

				float3 vertexValue = defaultVertexValue;

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

				input.normalOS = input.normalOS;

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

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

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

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

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

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

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

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

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

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

				

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

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

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

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

				return unity_SelectionID;
			}
			ENDHLSL
		}

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

			ColorMask RG

			HLSLPROGRAM

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


			#pragma vertex vert
			#pragma fragment frag

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

            #define SHADERPASS SHADERPASS_MOTION_VECTORS

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

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

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

			

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

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _RimLightColor;
			float4 _EmissionColor;
			float4 _SpecularTint;
			float4 _BaseTint;
			float _FlickerScale;
			float _FlickerFrequency;
			float _EmissionIntensity;
			float _Occlusion;
			float _SpecularSmoothness;
			float _SpecularSize;
			float _SpecularIntensity;
			float _IndirectSpecularContribution;
			float _SpecularOcclusion;
			float _RampOffset;
			float _RampScale;
			float _SpecularInfluence;
			float _DistanceFade1;
			float _RimSpread;
			float _ViewEdgeSoftness;
			float _ViewEdgeThreshold;
			float _NormalMapInfluence;
			float _NormalScale;
			float _MainTextureTiling;
			float _RimIntensity1;
			float _MaxIntensity;
			float _MinIntensity;
			float _AlphaClip;
			float _Cutoff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

				

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

				float3 vertexValue = defaultVertexValue;

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

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

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

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

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

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

				output.positionWS = vertexInput.positionWS;

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

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

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

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

				

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

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

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

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

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

/*ASEBEGIN
Version=19908
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;278;-2624,-2912;Inherit;False;TextureRamp;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;279;-2144,-1888;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;280;-2624,-3120;Inherit;False;MainTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;281;-1952,-1888;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;282;-2144,-16;Inherit;True;Property;_TextureSample2;Texture Sample 2;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;283;-1600,112;Float;False;Property;_IndirectSpecularContribution;Indirect Specular Contribution;16;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;284;-1216,-32;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;285;-2816,-1344;Inherit;False;374;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;286;1280,-912;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
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;288;1760,-976;Inherit;False;374;HalfLambert;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;289;1344,-1552;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
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;1632,-1552;Inherit;False;409;SpecularHighlights;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;293;2384,-1328;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;295;1792,-880;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;297;2608,-1552;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;301;1056,-1104;Inherit;False;280;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;302;-2464,-1888;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.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;303;-2816,-1424;Inherit;False;405;DirectSpecHighlights;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;304;1024,-912;Inherit;False;278;TextureRamp;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;305;-480,-2320;Inherit;False;CEL Effect;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;306;-1824,-16;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;307;-1312,-1936;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;308;-1312,-1776;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;309;-1408,-1696;Inherit;False;Property;_NormalMapInfluence;Normal Map Influence;30;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;310;-1056,-1744;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;311;-816,-1744;Inherit;False;NormalLerp;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;312;-2752,1616;Inherit;False;311;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;313;-1088,1760;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.WorldSpaceCameraPos, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;314;-1088,1952;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.DistanceOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;315;-832,1760;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;316;-608,1904;Inherit;False;280;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;317;-416,1760;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;319;16,1904;Inherit;False;Property;_SpecularInfluence;Specular Influence;31;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;320;-1088,1520;Inherit;False;5;5;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;321;-96,1520;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;322;144,1616;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;323;384,1520;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;324;-1344,1520;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;325;-1664,1616;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;326;-2800,1920;Inherit;False;311;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;327;-2576,1920;Inherit;False;SRP Additional Light;-1;;61164;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.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;328;-2128,1920;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;-2304,1920;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;-1984,1744;Inherit;False;Property;_RimIntensity1;Rim Intensity;28;0;Create;True;0;0;0;False;0;False;0.2;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;331;-1664,1744;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;4;FLOAT;1000;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;332;-2752,2256;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;333;-2752,2432;Inherit;False;311;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ViewDirInputsCoordNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;334;-2752,2848;Inherit;False;World;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;335;-2736,2704;Inherit;False;311;NormalLerp;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;336;-2576,2032;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;337;-2304,2944;Inherit;False;Property;_ViewEdgeThreshold;ViewEdgeThreshold;26;0;Create;True;0;0;0;False;1;Space (8);False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;338;-1760,2944;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;339;-2016,2944;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0.4;False;4;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;-2496,2704;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;-2304,2704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;-2080,2704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-1568,2704;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;344;-2496,2336;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;-2304,2336;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;346;-1296,2336;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;347;-1568,2336;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;-608,1760;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;349;-1440,1744;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;350;-1408,1840;Inherit;False;Tangent;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;351;-1904,1552;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;352;-2752,1776;Inherit;False;Property;_RimSpread;Rim Spread;29;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;353;-2160,1552;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-2448,1696;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.2;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;355;-2288,1616;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-832,1968;Inherit;False;Property;_DistanceFade1;Distance Fade;32;0;Create;True;0;0;0;False;1;Space (8);False;12;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;357;-2752,1696;Inherit;False;Blinn-Phong Half Vector;-1;;61166;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-2528,1552;Inherit;False;Constant;_Float0;Float 0;27;0;Create;True;0;0;0;False;0;False;-0.2;-0.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;359;-2112,3120;Inherit;False;Property;_ViewEdgeSoftness;ViewEdgeSoftness;27;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;360;-1664,1520;Inherit;False;361;RimLightColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-2000,-3120;Inherit;False;RimLightColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;362;-2000,-3008;Inherit;False;RimLightAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-1664,-2240;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;364;-1392,-2320;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-976,-2320;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;366;-720,-2320;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;367;-1280,-2176;Inherit;False;383;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;368;-1280,-2256;Inherit;False;384;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.LightColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;369;-2816,-2336;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2
Node;AmplifyShaderEditor.LightAttenuation, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-2816,-2192;Inherit;False;0;1;FLOAT;0
Node;AmplifyShaderEditor.IndirectDiffuseLighting, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;-2480,-2192;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;372;-2480,-2336;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2208,-2336;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;374;-1984,-2336;Inherit;False;HalfLambert;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;375;1024,-832;Inherit;False;305;CEL Effect;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;376;384,-656;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;377;608,-656;Inherit;False;SRP Additional Light;-1;;61167;6c86746ad131a0a408ca599df5f40861;3,6,1,351,1,23,0;6;2;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;345;FLOAT3;0,0,0;False;346;FLOAT3;0,0,0;False;347;FLOAT;0.5;False;32;FLOAT4;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;896,-656;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;379;1280,-720;Inherit;True;Property;_TextureRamp2;Texture Ramp 1;0;1;[Header];Create;True;1;Textures;0;0;False;1;Space(8);False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;1056,-656;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;381;672,-464;Inherit;False;383;RampOffset;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;672,-544;Inherit;False;384;RampScale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;-2000,-2816;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;384;-2000,-2912;Inherit;False;RampScale;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;385;-2320,-2912;Inherit;False;Property;_RampScale;Ramp Scale;4;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;386;-2320,-2816;Inherit;False;Property;_RampOffset;Ramp Offset;5;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;387;-1552,-96;Float;False;Constant;_Float5;Float 5;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;388;-2752,-560;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;389;-1792,-960;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;390;-2480,-640;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;391;-1600,-816;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;392;-1984,-1056;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;393;-1408,-816;Inherit;False;2;0;FLOAT3;0,0,0;False;1;COLOR;0.05,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SwizzleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;394;-1600,-1056;Inherit;False;FLOAT3;0;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;395;-1232,-816;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;396;-992,-912;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;397;-1584,-672;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;398;-1712,-640;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;399;-2480,-496;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;400;-2784,-640;Inherit;False;Blinn-Phong Half Vector;-1;;61169;91a149ac9d615be429126c95e20753ce;0;0;1;FLOAT3;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;401;-2256,-496;Inherit;False;SRP Additional Light;-1;;61170;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.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;403;-2864,-3328;Inherit;True;Property;_EmissionMap;Emission Map;9;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;404;1920,-1552;Inherit;False;Property;_EnableSpecularHighlights;Enable Specular Highlights;10;0;Create;True;0;0;0;False;2;Header(Highlights);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;405;-544,-912;Inherit;False;DirectSpecHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;406;-2816,-1504;Inherit;False;434;IndirectSpecHighlights;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;407;-2864,-2704;Inherit;True;Property;_NormalMap;Normal Map;7;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
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;408;-2864,-3120;Inherit;True;Property;_MainTexture;Main Texture;6;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.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;409;-1760,-1440;Inherit;False;SpecularHighlights;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;-2400,-16;Inherit;False;280;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-2448,-1440;Inherit;False;3;3;0;FLOAT3;0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;412;-1968,-496;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.IndirectSpecularLight, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;413;-1600,-16;Inherit;False;World;3;0;FLOAT3;0,0,0;False;1;FLOAT;0.5;False;2;FLOAT;1;False;1;FLOAT3;0
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;414;-2864,-2912;Inherit;True;Property;_TextureRamp;Texture Ramp;3;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.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;415;1920,-1328;Inherit;False;Property;_EnableColorTint;Enable Color Tint;1;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.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;416;1920,-1440;Inherit;False;Property;_EnableRimLighting;Enable Rim Lighting;24;0;Create;True;0;0;0;False;2;Header (Rim Lighting);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;417;2448,-1424;Inherit;False;Property;_Occlusion;Occlusion;33;1;[Header];Create;True;1;Surface Options;0;0;False;1;Space (8);False;1;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;418;1344,-1328;Inherit;False;Property;_BaseTint;Base Tint;2;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.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;419;-2320,-3328;Inherit;False;Property;_EmissionColor;Emission Color;18;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;420;-2320,-3120;Inherit;False;Property;_RimLightColor;Rim Light Color;25;1;[HDR];Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;-1712,-1888;Inherit;False;Normals;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;422;-1632,-2336;Inherit;False;421;Normals;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.TFHCRemapNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;423;-2000,-672;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;-0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;424;-2352,-672;Float;False;Property;_SpecularSize;Specular Size;12;0;Create;True;0;0;0;False;1;Space (8);False;0;-0.95;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;425;-2000,-784;Float;False;Property;_SpecularSmoothness;Specular Smoothness;14;0;Create;True;0;0;0;False;0;False;0.01;0.04;0.001;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;426;-2672,-944;Inherit;False;280;MainTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;427;-2432,-944;Inherit;True;Property;_TextureSample1;Texture Sample 1;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;428;-2368,-1152;Float;False;Property;_SpecularTint;Specular Tint;11;0;Create;True;0;0;0;False;1;Space(8);False;1,1,1,1;0.5773503,0.5773503,0.5773503,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;429;-2368,-752;Inherit;False;Property;_SpecularIntensity;Specular Intensity;13;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;430;368,1888;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;431;784,1808;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;432;2576,-1328;Inherit;False;433;Emission;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;-480,416;Inherit;False;Emission;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;-560,-32;Inherit;False;IndirectSpecHighlights;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;435;1008,1808;Inherit;False;RimLight;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;-2016,416;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;-2800,496;Inherit;False;298;EmissionColor;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;-2800,576;Inherit;False;294;Emission Map;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;439;-2288,688;Inherit;False;299;EmissionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;440;-864,416;Inherit;False;Property;_EnableEmission;Enable Emission;17;0;Create;True;0;0;0;False;2;Header (Emission);Space(8);False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;-2800,416;Inherit;False;Property;_EmissionIntensity;Emission Intensity;19;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;-1072,416;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.SinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;443;-1968,816;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;444;-1504,896;Inherit;False;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;445;-1792,976;Inherit;False;Property;_MinIntensity;Min Intensity;22;0;Create;True;0;0;0;False;0;False;0.75;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;446;-1792,896;Inherit;False;Property;_MaxIntensity;Max Intensity;23;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;447;-1504,1008;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;448;-1504,1120;Inherit;False;Constant;_Half;Half;30;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;449;-1344,896;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1344,1008;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;451;-1152,816;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;452;-960,816;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;453;-2576,576;Inherit;True;Property;_TextureSample3;Texture Sample 1;18;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;454;-2528,832;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;455;-2320,832;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;456;-2528,912;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;457;-2752,912;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;458;-2160,832;Inherit;False;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;459;-2528,1024;Inherit;False;Property;_FlickerScale;Flicker Scale;21;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2752,832;Inherit;False;Property;_FlickerFrequency;Flicker Frequency;20;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;461;-2144,176;Inherit;False;Property;_SpecularOcclusion;Specular Occlusion;15;0;Create;True;0;0;0;False;0;False;1;0;0;12;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;232;-768,-2752;Inherit;False;GlobalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;402;-2816,-1760;Inherit;False;Property;_NormalScale;Normal Scale;8;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;465;-2768,-1856;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;466;-2672,-864;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;467;-2400,64;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;468;-2800,656;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;318;-416,1904;Inherit;True;Property;_TextureSample5;Texture Sample 2;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;-608,1984;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;1056,-1024;Inherit;False;232;GlobalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;250;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;0;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;252;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;254;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;2784,-1760;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
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