// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "SLZ/Motion Vector Opaque"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[ASEBegin][NoScaleOffset]_MainTex("Main Texture", 2D) = "white" {}
		[NoScaleOffset]_MotionVectors("Motion Vectors", 2D) = "white" {}
		_UVMotionMultiplier("UV Motion Multiplier", Float) = 0
		[HDR]_Color("Color", Color) = (1,1,1,1)
		_Rows("Rows", Int) = 4
		_Columns("Columns", Int) = 8
		[ASEEnd]_Framerate("Framerate", Float) = 30

		[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) = "" {}
		//_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
	}

	SubShader
	{
		LOD 0

HLSLINCLUDE
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
ENDHLSL
		
		
		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
		Cull Back
		ZWrite On
		ZTest LEqual
		Offset 0 , 0
		AlphaToMask Off
		
		HLSLINCLUDE
		#pragma target 3.0

		#pragma prefer_hlslcc gles
		#pragma exclude_renderers d3d11_9x 

		#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
			ColorMask RGBA
			

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_FORWARD

			
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.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.core/ShaderLibrary/TextureStack.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DefaultLitVariants.hlsl"

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



			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 lightmapUVOrVertexSH : TEXCOORD0;
				half4 fogFactorAndVertexLight : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				float4 shadowCoord : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD6;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
				float2 dynamicLightmapUV : TEXCOORD7;
				#endif
				float4 ase_color : COLOR;
				float4 ase_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _MainTex;
			sampler2D _MotionVectors;


			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_color = v.ase_color;
				o.ase_texcoord8.xy = v.texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord8.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float3 positionVS = TransformWorldToView( positionWS );
				float4 positionCS = TransformWorldToHClip( positionWS );

				VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );

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

				#if defined(LIGHTMAP_ON)
				OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
				#endif

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

				#if !defined(LIGHTMAP_ON)
				OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
				#endif

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

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif
				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
				
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
				vertexInput.positionWS = positionWS;
				vertexInput.positionCS = positionCS;
				o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				
				o.clipPos = positionCS;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				o.screenPos = ComputeScreenPos(positionCS);
				#endif
				return o;
			}
			
			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : 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 ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_tangent = v.ase_tangent;
				o.texcoord = v.texcoord;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_color = v.ase_color;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
				o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
				#else
					float3 WorldNormal = normalize( IN.tSpace0.xyz );
					float3 WorldTangent = IN.tSpace1.xyz;
					float3 WorldBiTangent = IN.tSpace2.xyz;
				#endif
				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif

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

				float3 temp_cast_0 = (0.0).xxx;
				
				float2 texCoord87 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult109 = (float2((float)_Columns , (float)_Rows));
				float2 temp_output_110_0 = ( texCoord87 / appendResult109 );
				float mulTime126 = _TimeParameters.x * _Framerate;
				float temp_output_97_0 = ( floor( mulTime126 ) / _Columns );
				float2 appendResult112 = (float2(frac( temp_output_97_0 ) , ( ( 1.0 - frac( ( floor( temp_output_97_0 ) / _Rows ) ) ) - (float)( 1 / _Rows ) )));
				float4 temp_cast_5 = (0.5).xxxx;
				float temp_output_135_0 = ( ceil( mulTime126 ) / _Columns );
				float2 appendResult138 = (float2(frac( temp_output_135_0 ) , ( ( 1.0 - frac( ( floor( temp_output_135_0 ) / _Rows ) ) ) - (float)( 1 / _Rows ) )));
				float4 temp_cast_9 = (0.5).xxxx;
				float4 lerpResult4 = lerp( tex2D( _MainTex, ( float4( ( temp_output_110_0 + appendResult112 ), 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, ( temp_output_110_0 + appendResult112 ) ) - temp_cast_5 ) * frac( mulTime126 ) * -_UVMotionMultiplier ) ).rg ) , tex2D( _MainTex, ( float4( ( temp_output_110_0 + appendResult138 ), 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, ( temp_output_110_0 + appendResult138 ) ) - temp_cast_9 ) * ( 1.0 - frac( mulTime126 ) ) * -1.0 * -_UVMotionMultiplier ) ).rg ) , frac( mulTime126 ));
				float4 temp_output_11_0 = ( IN.ase_color * _Color * lerpResult4 );
				
				float3 Albedo = temp_cast_0;
				float3 Normal = float3(0, 0, 1);
				float3 Emission = temp_output_11_0.rgb;
#if 0
				float3 BakedEmission = 0;
#endif
				float3 Specular = 0.5;
				float Metallic = 0.0;
				float Smoothness = 0.0;
				float Occlusion = 0.0;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif
				
				#ifdef _CLEARCOAT
				float CoatMask = 0;
				float CoatSmoothness = 0;
				#endif

				#if defined(_FLUORESCENCE)
				float4 Fluorescence = 0;
				float4 Absorbance = 0;
				#endif


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

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

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

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


				#ifdef ASE_FOG
					inputData.fogCoord = IN.fogFactorAndVertexLight.x;
				#endif

				inputData.vertexLighting = IN.fogFactorAndVertexLight.yzww; //TODO: Shuffle things in vertex streams so we get full RGBA color rather than RGBB here
				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float3 SH = SampleSH(inputData.normalWS.xyz);
				#else
					float3 SH = IN.lightmapUVOrVertexSH.xyz;
				#endif

				#if defined(DYNAMICLIGHTMAP_ON)

				#ifdef LIGHTMAP_ON
				float4 encodedGI =  SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xyz, IN.dynamicLightmapUV.xy, IN.vertexSH, inputData.normalWS, Smoothness, WorldViewDirection);
				inputData.bakedGI = encodedGI.rgb;
				float BakedSpecular = encodedGI.w;

				#else
				inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, IN.vertexSH , inputData.normalWS);
				#endif

				#else
				#ifdef LIGHTMAP_ON
				float4 encodedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection);
				inputData.bakedGI = encodedGI.rgb;
				float BakedSpecular = encodedGI.w;

				#else
				inputData.bakedGI = SAMPLE_GI_DIR(IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS, Smoothness, WorldViewDirection);
				#endif				
				#endif



				#ifdef _ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif
				
				inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
				inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);

				#if defined(DEBUG_DISPLAY)
					#if defined(DYNAMICLIGHTMAP_ON)
						inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
					#endif

					#if defined(LIGHTMAP_ON)
						inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
					#else
						inputData.vertexSH = SH;
					#endif
				#endif

				SurfaceData surfaceData;
				surfaceData.albedo              = Albedo;
				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(_FLUORESCENCE)
					surfaceData.fluorescence 		= Fluorescence;
					surfaceData.absorbance			= Absorbance;
				#endif

				#ifdef _DBUFFER
					ApplyDecalToSurfaceData(IN.clipPos, surfaceData, inputData);
				#endif

				half4 color = UniversalFragmentPBR( inputData, surfaceData);

				#ifdef LIGHTMAP_ON
				float3 MetalSpec = lerp(kDieletricSpec.rgb, surfaceData.albedo , surfaceData.metallic);
				color.rgb += BakedSpecular * surfaceData.occlusion * MetalSpec * inputData.bakedGI.rgb;
				#endif

				#ifdef _TRANSMISSION_ASE
				{
					float shadow = _TransmissionShadow;

					Light mainLight = GetMainLight( inputData.shadowCoord );
					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
					half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
					color.rgb += Albedo * mainTransmission;

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							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 += Albedo * transmission;
						}
					#endif
				}
				#endif

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

					Light mainLight = GetMainLight( inputData.shadowCoord );
					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );

					half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
					half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
					half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
					color.rgb += Albedo * mainTranslucency * strength;

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							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 += Albedo * translucency * strength;
						}
					#endif
				}
				#endif

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

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

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
					#else
						color.rgb = MixFog(color.rgb, -inputData.viewDirectionWS, IN.fogFactorAndVertexLight.x);
					#endif
				#endif

				    color = Volumetrics( color, inputData.positionWS);


				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return color;
			}

			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

			
			#pragma vertex vert
			#pragma fragment frag

			#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW

			#define SHADERPASS SHADERPASS_SHADOWCASTER

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

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			

			
			float3 _LightDirection;
			float3 _LightPosition;

			VertexOutput VertexFunction( VertexInput v )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );

				float3 normalWS = TransformObjectToWorldDir(v.ase_normal);


			#if _CASTING_PUNCTUAL_LIGHT_SHADOW
				float3 lightDirectionWS = normalize(_LightPosition - positionWS);
			#else
				float3 lightDirectionWS = _LightDirection;
			#endif
				float2 vShadowOffsets = GetShadowOffsets( normalWS, lightDirectionWS );				
				positionWS.xyz += vShadowOffsets.y * lightDirectionWS.xyz / 1000;    
				float4 clipPos = TransformObjectToHClip( float4( mul( unity_WorldToObject, float4( positionWS.xyz, 1.0 ) ).xyz, 1.0 ) );
				//float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
			
			#if UNITY_REVERSED_Z
				clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
			#else
				clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
			#endif

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif
				
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = clipPos;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = clipPos;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif

			half4 frag(	VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
				
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif
				return 0;
			}

			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

			
			#pragma vertex vert
			#pragma fragment frag

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

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			

			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;
				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif
			half4 frag(	VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif
				#ifdef ASE_DEPTH_WRITE_ON
				outputDepth = DepthValue;
				#endif

				return 0;
			}
			ENDHLSL
		}
		
		
		Pass
		{
			
			Name "Meta"
			Tags { "LightMode"="Meta" }

			Cull Off

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

			
			#pragma vertex vert
			#pragma fragment frag

			#pragma shader_feature _ EDITOR_VISUALIZATION

			#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.core/ShaderLibrary/TextureStack.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"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 texcoord0 : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				#ifdef EDITOR_VISUALIZATION
				float4 VizUV : TEXCOORD2;
				float4 LightCoord : TEXCOORD3;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			

			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );

			#ifdef EDITOR_VISUALIZATION
				float2 VizUV = 0;
				float4 LightCoord = 0;
				UnityEditorVizData(v.vertex.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
				o.VizUV = float4(VizUV, 0, 0);
				o.LightCoord = LightCoord;
			#endif

			#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
				vertexInput.positionWS = positionWS;
				vertexInput.positionCS = o.clipPos;
				o.shadowCoord = GetShadowCoord( vertexInput );
			#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 texcoord0 : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.texcoord0 = v.texcoord0;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			half4 frag(VertexOutput IN  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				float3 temp_cast_0 = (0.0).xxx;
				
				
				float3 Albedo = temp_cast_0;
				float3 Emission = 0;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

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

				MetaInput metaInput = (MetaInput)0;
				metaInput.Albedo = Albedo;
				metaInput.Emission = Emission;
			#ifdef EDITOR_VISUALIZATION
				metaInput.VizUV = IN.VizUV.xy;
				metaInput.LightCoord = IN.LightCoord;
			#endif
				
				return MetaFragment(metaInput);
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			
            Name "BakedRaytrace"
            Tags{ "LightMode" = "BakedRaytrace" }
			HLSLPROGRAM

			/*ase_pragma_before*/

			#define SHADERPASS SHADERPASS_RAYTRACE

            #include "UnityRaytracingMeshUtils.cginc"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#define _EMISSION
            #pragma raytracing test
			#pragma shader_feature_local __ _ALBEDOMULTIPLY_ON
			#pragma shader_feature_local __ _EMISSION_ON

			/*ase_pragma*/

            struct RayPayload
            {
                float4 color;
				float3 dir;
            };
  
            struct AttributeData
            {
                float2 barycentrics;
            };

            struct Vertex
            {
                float2 texcoord;
                float3 normal;
            };

            Texture2D<float4> _BaseMap;
            SamplerState sampler_BaseMap;
            
			CBUFFER_START( UnityPerMaterial )
            /*ase_srp_batcher*/
            Texture2D<float4> _EmissionMap;
            SamplerState sampler_EmissionMap;			
 
			float4 _EmissionColor;
			float4 _BaseMap_ST;
			float _BakedMutiplier = 1;
			CBUFFER_END

			/*ase_globals*/

			/*ase_funcs*/
  
            //https://coty.tips/raytracing-in-unity/
            [shader("closesthit")]
            void MyClosestHit(inout RayPayload payload,
                AttributeData attributes : SV_IntersectionAttributes) {

				payload.color = float4(0,0,0,1); //Intializing
				payload.dir = float3(1,0,0);

		//	#if _EMISSION_ON  
                uint2 launchIdx = DispatchRaysIndex();
            //    ShadingData shade = getShadingData( PrimitiveIndex(), attribs );

                uint primitiveIndex = PrimitiveIndex();
                uint3 triangleIndicies = UnityRayTracingFetchTriangleIndices(primitiveIndex);
                Vertex v0, v1, v2;

                v0.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.x, kVertexAttributeTexCoord0);
                v1.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.y, kVertexAttributeTexCoord0);
                v2.texcoord = UnityRayTracingFetchVertexAttribute2(triangleIndicies.z, kVertexAttributeTexCoord0);

				// v0.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.x, kVertexAttributeNormal);
				// v1.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.y, kVertexAttributeNormal);
				// v2.normal = UnityRayTracingFetchVertexAttribute3(triangleIndicies.z, kVertexAttributeNormal);

                float3 barycentrics = float3(1.0 - attributes.barycentrics.x - attributes.barycentrics.y, attributes.barycentrics.x, attributes.barycentrics.y);

                Vertex vInterpolated;
                vInterpolated.texcoord = v0.texcoord * barycentrics.x + v1.texcoord * barycentrics.y + v2.texcoord * barycentrics.z;
				//TODO: Extract normal direction to ignore the backside of emissive objects
				//vInterpolated.normal = v0.normal * barycentrics.x + v1.normal * barycentrics.y + v2.normal * barycentrics.z;
				// if ( dot(vInterpolated.normal, float3(1,0,0) < 0) ) payload.color =  float4(0,10,0,1) ;
				// else payload.color =  float4(10,0,0,1) ;

				//TODO: Figure out how to tie Amplify into using Texture2d and SamplerState instead of the bundled sampler2D. Forcing names for now.
			//#if _ALBEDOMULTIPLY_ON
				float4 albedo = float4(_BaseMap.SampleLevel(sampler_BaseMap, vInterpolated.texcoord.xy * _BaseMap_ST.xy + _BaseMap_ST.zw, 0 ).rgb , 1) ;
			// #else
			// 	float4 albedo = float4(1,1,1,1);
			// #endif

                payload.color =  float4( (_EmissionMap.SampleLevel(sampler_EmissionMap, vInterpolated.texcoord *   _BaseMap_ST.xy + _BaseMap_ST.zw,0) ).rgb * _EmissionColor.rgb * albedo.rgb * _BakedMutiplier  , 1 );
			// #else
		    //     payload.color = float4(0,0,0,1);

		 //  #endif
		    }
            ENDHLSL

        }

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

			Blend One Zero, One Zero
			ColorMask RGBA

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

			
			#pragma vertex vert
			#pragma fragment frag

			#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.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
			
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			

			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

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

				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			half4 frag(VertexOutput IN  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				float3 temp_cast_0 = (0.0).xxx;
				
				
				float3 Albedo = temp_cast_0;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				half4 color = half4( Albedo, Alpha );

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

				return color;
			}
			ENDHLSL
		}

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

			ZWrite On
			Blend One Zero
            ZTest LEqual
            ZWrite On

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

			
			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY

			#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/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float3 worldNormal : TEXCOORD2;
				float4 worldTangent : TEXCOORD3;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			

			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;
				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
				float4 tangentWS = float4(TransformObjectToWorldDir( v.ase_tangent.xyz), v.ase_tangent.w);
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				o.worldNormal = normalWS;
				o.worldTangent = tangentWS;

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_tangent = v.ase_tangent;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif
			half4 frag(	VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				
				float3 WorldNormal = IN.worldNormal;
				float4 WorldTangent = IN.worldTangent;

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

				
				float3 Normal = float3(0, 0, 1);
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif
				
				#ifdef ASE_DEPTH_WRITE_ON
				outputDepth = DepthValue;
				#endif
				
				#if defined(_GBUFFER_NORMALS_OCT)
					float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
					return half4(packedNormalWS, 0.0);
				#else
					
					#if defined(_NORMALMAP)
						#if _NORMAL_DROPOFF_TS
							float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
							float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
							float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
						#elif _NORMAL_DROPOFF_OS
							float3 normalWS = TransformObjectToWorldNormal(Normal);
						#elif _NORMAL_DROPOFF_WS
							float3 normalWS = Normal;
						#endif
					#else
						float3 normalWS = WorldNormal;
					#endif

					return half4(EncodeWSNormalForNormalsTex(NormalizeNormalPerPixel(normalWS)), 0.0);
				#endif
			}
			ENDHLSL
		}

				
		Pass
		{
			
			Name "GBuffer"
			Tags { "LightMode"="UniversalGBuffer" }
			
			Blend One Zero, One Zero
			ColorMask RGBA
			

			HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1#pragma multi_compile_instancing#pragma multi_compile_fog#define ASE_FOG 1#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED#define _EMISSION#define ASE_SRP_VERSION 999999
#if FALSE
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#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
			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
			//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile _ _GBUFFER_NORMALS_OCT
			//#pragma multi_compile_fragment _ _LIGHT_LAYERS
			#pragma multi_compile _ _RENDER_PASS_ENABLED

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_GBUFFER

			#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.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"


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

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 lightmapUVOrVertexSH : TEXCOORD0;
				half4 fogFactorAndVertexLight : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				float4 shadowCoord : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD6;
				#endif
				#if defined(DYNAMICLIGHTMAP_ON)
				float2 dynamicLightmapUV : TEXCOORD7;
				#endif
				float4 ase_color : COLOR;
				float4 ase_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _MainTex;
			sampler2D _MotionVectors;


			
			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_color = v.ase_color;
				o.ase_texcoord8.xy = v.texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord8.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float3 positionVS = TransformWorldToView( positionWS );
				float4 positionCS = TransformWorldToHClip( positionWS );

				VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );

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

				OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
				#if defined(DYNAMICLIGHTMAP_ON)
				o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif

				OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );

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

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif
				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
				
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
				vertexInput.positionWS = positionWS;
				vertexInput.positionCS = positionCS;
				o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				
				o.clipPos = positionCS;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				o.screenPos = ComputeScreenPos(positionCS);
				#endif
				return o;
			}
			
			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : 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 ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_tangent = v.ase_tangent;
				o.texcoord = v.texcoord;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_color = v.ase_color;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
				o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif
			FragmentOutput frag ( VertexOutput IN 
								#ifdef ASE_DEPTH_WRITE_ON
								,out float outputDepth : ASE_SV_DEPTH
								#endif
								 )
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
				#else
					float3 WorldNormal = normalize( IN.tSpace0.xyz );
					float3 WorldTangent = IN.tSpace1.xyz;
					float3 WorldBiTangent = IN.tSpace2.xyz;
				#endif
				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif

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


	
				WorldViewDirection = SafeNormalize( WorldViewDirection );

				float3 temp_cast_0 = (0.0).xxx;
				
				float2 texCoord87 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult109 = (float2((float)_Columns , (float)_Rows));
				float2 temp_output_110_0 = ( texCoord87 / appendResult109 );
				float mulTime126 = _TimeParameters.x * _Framerate;
				float temp_output_97_0 = ( floor( mulTime126 ) / _Columns );
				float2 appendResult112 = (float2(frac( temp_output_97_0 ) , ( ( 1.0 - frac( ( floor( temp_output_97_0 ) / _Rows ) ) ) - (float)( 1 / _Rows ) )));
				float4 temp_cast_5 = (0.5).xxxx;
				float temp_output_135_0 = ( ceil( mulTime126 ) / _Columns );
				float2 appendResult138 = (float2(frac( temp_output_135_0 ) , ( ( 1.0 - frac( ( floor( temp_output_135_0 ) / _Rows ) ) ) - (float)( 1 / _Rows ) )));
				float4 temp_cast_9 = (0.5).xxxx;
				float4 lerpResult4 = lerp( tex2D( _MainTex, ( float4( ( temp_output_110_0 + appendResult112 ), 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, ( temp_output_110_0 + appendResult112 ) ) - temp_cast_5 ) * frac( mulTime126 ) * -_UVMotionMultiplier ) ).rg ) , tex2D( _MainTex, ( float4( ( temp_output_110_0 + appendResult138 ), 0.0 , 0.0 ) + ( ( tex2D( _MotionVectors, ( temp_output_110_0 + appendResult138 ) ) - temp_cast_9 ) * ( 1.0 - frac( mulTime126 ) ) * -1.0 * -_UVMotionMultiplier ) ).rg ) , frac( mulTime126 ));
				float4 temp_output_11_0 = ( IN.ase_color * _Color * lerpResult4 );
				
				float3 Albedo = temp_cast_0;
				float3 Normal = float3(0, 0, 1);
				float3 Emission = temp_output_11_0.rgb;
				float3 Specular = 0.5;
				float Metallic = 0.0;
				float Smoothness = 0.0;
				float Occlusion = 0.0;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

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



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



				#ifdef ASE_FOG
					inputData.fogCoord = InitializeInputDataFog(float4(WorldPosition, 1.0),  IN.fogFactorAndVertexLight.x);
				#endif

				inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;

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

				

				#ifdef _ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#else
					#if defined(DYNAMICLIGHTMAP_ON)
						inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
					#else
						inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
					#endif
				#endif

				inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
				inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);

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

				#ifdef _DBUFFER
					ApplyDecal(IN.clipPos,
						Albedo,
						Specular,
						inputData.normalWS,
						Metallic,
						Occlusion,
						Smoothness);
				#endif

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

				Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
				half4 color;
				MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
				color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
				color.a = Alpha;
				
				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
					color.rgb *= color.a;
				#endif
				
				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
					#else
						color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
					#endif
				#endif
				
				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif
				
				return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
			}
#endif
			ENDHLSL
		}


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

			HLSLPROGRAM
        
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999

        
			#pragma only_renderers d3d11 glcore gles gles3 
			#pragma vertex vert
			#pragma fragment frag

			#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.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
			int _ObjectId;
			int _PassValue;

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};
        
			VertexOutput VertexFunction(VertexInput v  )
			{
				VertexOutput o;
				ZERO_INITIALIZE(VertexOutput, o);

				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);


				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				o.clipPos = TransformWorldToHClip(positionWS);
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif
			
			half4 frag(VertexOutput IN ) : SV_TARGET
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				
				surfaceDescription.Alpha = 1;
				surfaceDescription.AlphaClipThreshold = 0.5;


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

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

			ENDHLSL
        }

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

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _EMISSION
			#define ASE_SRP_VERSION 999999


			#pragma only_renderers d3d11 glcore gles gles3 
			#pragma vertex vert
			#pragma fragment frag

        
			#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.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
        
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZBlueNoise.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Color;
			int _Columns;
			int _Rows;
			float _Framerate;
			float _UVMotionMultiplier;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			
        
			float4 _SelectionID;

        
			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};
        
			VertexOutput VertexFunction(VertexInput v  )
			{
				VertexOutput o;
				ZERO_INITIALIZE(VertexOutput, o);

				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);


				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				o.clipPos = TransformWorldToHClip(positionWS);
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[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")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			half4 frag(VertexOutput IN ) : SV_TARGET
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				
				surfaceDescription.Alpha = 1;
				surfaceDescription.AlphaClipThreshold = 0.5;


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

				half4 outColor = 0;
				outColor = _SelectionID;
				
				return outColor;
			}
        
			ENDHLSL
        }
		
	}
	
	CustomEditor "UnityEditor.ShaderGraphLitGUI"
	Fallback "Hidden/InternalErrorShader"
	
}
/*ASEBEGIN
Version=18935
2103;205;1980;1007;74.75391;517.0854;1;True;True
Node;AmplifyShaderEditor.CommentaryNode;129;-4667.317,-1560.812;Inherit;False;2483.175;1723.904;Comment;36;87;140;139;138;137;136;135;134;133;132;131;101;122;112;123;105;97;107;106;104;108;103;128;130;126;98;116;110;82;81;109;141;144;145;152;153;;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;162;-477.0573,503.287;Inherit;False;1309.276;536.674;Baked;8;149;150;148;156;155;154;161;157;Baked;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;32;-2380.879,431.1962;Inherit;False;1565.432;670.7075;Motion Vector interpolation;14;14;19;16;27;15;29;20;24;18;26;23;25;22;21;;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;84;-2057.125,-460.3955;Inherit;False;200;161;Comment;1;83;UV0;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;79;-2050.404,-55.23522;Inherit;False;200;161;Comment;1;78;frame lerp;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;31;-1176.52,-192.5386;Inherit;False;1091.596;477.5999;Main Texture frame blend;4;2;1;4;3;;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;85;-2046.481,-258.3556;Inherit;False;200;161;UV1;1;80;UV1;1,1,1,1;0;0
Node;AmplifyShaderEditor.FractNode;106;-3393.731,-969.6971;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WireNode;134;-3880.693,-455.4023;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;98;-4631.447,-1437.346;Inherit;False;Property;_Framerate;Framerate;8;0;Create;True;0;0;0;False;0;False;30;0.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FloorOpNode;103;-3904.926,-1337.767;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.CeilOpNode;130;-4169.895,-727.0346;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WireNode;107;-3582.068,-1083.446;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;135;-4021.411,-677.8364;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;108;-3215.788,-971.978;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FractNode;105;-3305.3,-1122.35;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;104;-3448.457,-1166.648;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;21;-1113.511,481.1962;Inherit;True;2;2;0;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;19;-1572.804,645.9233;Float;False;Constant;_5;.5;3;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;18;-1428.655,530.1978;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.FloorOpNode;101;-3563.798,-1270.216;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RelayNode;83;-2007.125,-410.3956;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FractNode;133;-3692.356,-341.6533;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;131;-3514.413,-343.9341;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;123;-3504.258,-888.2106;Inherit;False;2;0;INT;1;False;1;INT;0;False;1;INT;0
Node;AmplifyShaderEditor.SamplerNode;16;-1846.838,725.0273;Inherit;True;Property;_TextureSample3;Texture Sample 3;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.NegateNode;29;-1643.534,941.3871;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;25;-1280.839,546.8636;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.TexturePropertyNode;14;-2330.879,640.3645;Float;True;Property;_MotionVectors;Motion Vectors;1;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;None;31c1e6c0dea756b498f3977676e82fe0;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TextureCoordinatesNode;87;-3357.61,-711.0641;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FractNode;136;-3601.556,-454.0374;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;110;-3015.726,-758.4483;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode;138;-3154.993,-313.3108;Inherit;True;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;137;-3802.883,-260.167;Inherit;False;2;0;INT;1;False;1;INT;0;False;1;INT;0
Node;AmplifyShaderEditor.DynamicAppendNode;112;-2856.368,-941.3546;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode;22;-1050.446,714.8672;Inherit;True;2;2;0;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;116;-2560.913,-758.7842;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;139;-3331.064,-263.9076;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;141;-2528.614,-310.7851;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode;27;-1936.96,972.8386;Float;False;Property;_UVMotionMultiplier;UV Motion Multiplier;2;0;Create;True;0;0;0;False;0;False;0;0.3333;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode;109;-3508.764,-781.7744;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;97;-3755.8,-1277.217;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FractNode;145;-4473.97,-774.8016;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WireNode;144;-4298.254,-173.5045;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FloorOpNode;140;-3862.423,-642.1724;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;24;-1432.981,903.9144;Float;False;Constant;_Float0;Float 0;3;0;Create;True;0;0;0;False;0;False;-1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;122;-3032.439,-891.9513;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateFragmentDataNode;51;-1403.448,2073.357;Inherit;False;0;0;clipPos;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleDivideOpNode;132;-3747.082,-538.6045;Inherit;False;2;0;FLOAT;0;False;1;INT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;2;-678.4235,55.06132;Inherit;True;Property;_TextureSample1;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;1;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.DynamicAppendNode;161;-230.6864,856.9611;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;157;-248.3076,693.9658;Inherit;False;2;0;FLOAT4;1,1,0,0;False;1;FLOAT4;1,1,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RelayNode;128;-4229.118,-1366.943;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;34;-232.4293,-591.7642;Float;False;Property;_Color;Color;3;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;11.98431,7.215686,7.215686,1;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;150;202.1852,878.4755;Inherit;False;Property;_BakedEmissionMultiplier;Baked Emission Multiplier;9;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;15;-1852.509,523.3021;Inherit;True;Property;_TextureSample2;Texture Sample 2;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleSubtractOpNode;46;-1780.333,1850.196;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0.5;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch;72;-1696.876,2002.386;Inherit;False;Property;_ScaleDepthDither;Scale Depth Dither;5;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;149;670.2187,553.287;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.TexturePropertyNode;3;-1126.52,-92.10968;Float;True;Property;_MainTex;Main Texture;0;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;None;f1c8d7ce8e192e9479527d433e316ead;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.GetLocalVarNode;155;-413.2412,875.7895;Inherit;False;153;R;1;0;OBJECT;;False;1;INT;0
Node;AmplifyShaderEditor.GetLocalVarNode;154;-427.0573,805.1232;Inherit;False;152;C;1;0;OBJECT;;False;1;INT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;152;-3868.503,-1183.609;Inherit;False;C;-1;True;1;0;INT;0;False;1;INT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;153;-3870.503,-1108.609;Inherit;False;R;-1;True;1;0;INT;0;False;1;INT;0
Node;AmplifyShaderEditor.IntNode;82;-4107.079,-1259.714;Inherit;False;Property;_Columns;Columns;7;0;Create;True;0;0;0;False;0;False;8;3;False;0;1;INT;0
Node;AmplifyShaderEditor.IntNode;81;-4098.651,-1157.766;Inherit;False;Property;_Rows;Rows;6;0;Create;True;0;0;0;False;0;False;4;3;False;0;1;INT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;156;-118.3516,676.3442;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;148;164.7049,677.165;Inherit;True;Property;_TextureSample5;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;1;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleSubtractOpNode;20;-1423.579,730.1797;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.WorldPosInputsNode;147;233.765,-501.9776;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RelayNode;80;-1996.481,-208.3555;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;23;-1259.993,871.4675;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SwizzleNode;13;345.2293,-211.0839;Inherit;False;FLOAT;3;1;2;3;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode;12;-194.9611,-405.0289;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.LerpOp;4;-268.9241,21.26115;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.OneMinusNode;26;-1328.071,670.7819;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TexCoordVertexDataNode;10;-2786.698,1948.91;Inherit;False;1;3;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;48;-1967.657,1960.338;Inherit;False;Constant;_Float1;Float 1;2;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;69;-1824.897,2102.173;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;47;-1328.923,1845.467;Inherit;False;Depth Offseting;-1;;57;f08568184ae023c44bfc8baedfb827a9;0;2;1;FLOAT;0;False;10;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;52;-1573.019,1856.026;Inherit;False;2;2;0;FLOAT4;1,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SamplerNode;1;-677.1238,-142.5386;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode;146;524.8376,-408.1519;Inherit;False;VolumetricsUnlit;-1;;56;800698b1441791d449f3e84fa3283d1e;0;2;2;FLOAT4;0,0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;203.1194,-331.3009;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleTimeNode;126;-4463.882,-1438.698;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;50;-2005.851,2048.018;Inherit;False;Property;_Depth;Depth;4;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;173;774.848,-185.9885;Inherit;False;Constant;_Float2;Float 2;11;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;64;-2173.058,2100.61;Inherit;False;2;2;0;INT;64;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.IntNode;65;-2266.384,2016.9;Inherit;False;Global;NoiseArraySize;NoiseArraySize;2;0;Create;True;0;0;0;False;0;False;64;64;False;0;1;INT;0
Node;AmplifyShaderEditor.FunctionNode;68;-2079.864,1858.284;Inherit;False;Global Blue Noise Sample;-1;;55;bac712bbbce65c14c9d4cbc808f3d0e0;0;2;8;FLOAT2;0,0;False;10;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RelayNode;78;-2000.405,-5.235178;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;168;975.6781,-308.2762;Float;False;False;-1;2;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;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;165;975.6781,-308.2762;Float;False;False;-1;2;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;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;166;975.6781,-308.2762;Float;False;False;-1;2;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;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;172;975.6781,-308.2762;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;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;False;False;False;False;True;1;LightMode=Picking;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;167;975.6781,-308.2762;Float;False;False;-1;2;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;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;169;975.6781,-308.2762;Float;False;False;-1;2;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;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;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;-1;True;3;False;-1;False;True;1;LightMode=DepthNormals;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;170;975.6781,-308.2762;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;1;LightMode=UniversalGBuffer;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;164;975.6781,-308.2762;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;2;SLZ/Motion Vector Opaque;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;23;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;47;Workflow;1;0;Surface;0;0;  Refraction Model;0;0;  Blend;0;0;Two Sided;1;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Transmission;0;0;  Transmission Shadow;0.5,False,-1;0;Translucency;0;0;  Translucency Strength;1,False,-1;0;  Normal Distortion;0.5,False,-1;0;  Scattering;2,False,-1;0;  Direct;0.9,False,-1;0;  Ambient;0.1,False,-1;0;  Shadow;0.5,False,-1;0;Cast Shadows;1;0;  Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;637829811356983843;Built-in Fog;1;0;Lightmaps;1;0;Volumetrics;1;0;Decals;0;0;Screen Space Occlusion;1;0;Light Layers;0;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;GBuffer Pass;0;0;Override Baked GI;0;0;Extra Pre Pass;0;0;DOTS Instancing;0;0;Tessellation;0;0;  Phong;0;0;  Strength;0.5,False,-1;0;  Type;0;0;  Tess;16,False,-1;0;  Min;10,False,-1;0;  Max;25,False,-1;0;  Edge Length;16,False,-1;0;  Max Displacement;25,False,-1;0;Write Depth;0;0;  Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;0;0;Clear Coat;0;0;Fluorescence;0;0;0;10;False;True;True;True;True;True;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;171;975.6781,-308.2762;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;True;4;d3d11;glcore;gles;gles3;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;163;975.6781,-308.2762;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
WireConnection;106;0;104;0
WireConnection;134;0;135;0
WireConnection;103;0;128;0
WireConnection;130;0;128;0
WireConnection;107;0;97;0
WireConnection;135;0;130;0
WireConnection;135;1;82;0
WireConnection;108;0;106;0
WireConnection;105;0;107;0
WireConnection;104;0;101;0
WireConnection;104;1;81;0
WireConnection;21;0;83;0
WireConnection;21;1;25;0
WireConnection;18;0;15;0
WireConnection;18;1;19;0
WireConnection;101;0;97;0
WireConnection;83;0;116;0
WireConnection;133;0;132;0
WireConnection;131;0;133;0
WireConnection;123;1;81;0
WireConnection;16;0;14;0
WireConnection;16;1;80;0
WireConnection;29;0;27;0
WireConnection;25;0;18;0
WireConnection;25;1;78;0
WireConnection;25;2;29;0
WireConnection;136;0;134;0
WireConnection;110;0;87;0
WireConnection;110;1;109;0
WireConnection;138;0;136;0
WireConnection;138;1;139;0
WireConnection;137;1;81;0
WireConnection;112;0;105;0
WireConnection;112;1;122;0
WireConnection;22;0;80;0
WireConnection;22;1;23;0
WireConnection;116;0;110;0
WireConnection;116;1;112;0
WireConnection;139;0;131;0
WireConnection;139;1;137;0
WireConnection;141;0;110;0
WireConnection;141;1;138;0
WireConnection;109;0;82;0
WireConnection;109;1;81;0
WireConnection;97;0;103;0
WireConnection;97;1;82;0
WireConnection;145;0;128;0
WireConnection;144;0;145;0
WireConnection;140;0;135;0
WireConnection;122;0;108;0
WireConnection;122;1;123;0
WireConnection;132;0;140;0
WireConnection;132;1;81;0
WireConnection;2;0;3;0
WireConnection;2;1;22;0
WireConnection;161;0;154;0
WireConnection;161;1;155;0
WireConnection;157;1;161;0
WireConnection;128;0;126;0
WireConnection;15;0;14;0
WireConnection;15;1;83;0
WireConnection;46;0;68;0
WireConnection;46;1;48;0
WireConnection;72;1;50;0
WireConnection;72;0;69;0
WireConnection;149;0;148;0
WireConnection;149;1;34;0
WireConnection;149;2;150;0
WireConnection;152;0;82;0
WireConnection;153;0;81;0
WireConnection;156;0;157;0
WireConnection;148;0;3;0
WireConnection;148;1;156;0
WireConnection;20;0;16;0
WireConnection;20;1;19;0
WireConnection;80;0;141;0
WireConnection;23;0;20;0
WireConnection;23;1;26;0
WireConnection;23;2;24;0
WireConnection;23;3;29;0
WireConnection;13;0;11;0
WireConnection;4;0;1;0
WireConnection;4;1;2;0
WireConnection;4;2;78;0
WireConnection;26;0;78;0
WireConnection;69;0;50;0
WireConnection;69;1;10;3
WireConnection;47;1;52;0
WireConnection;47;10;51;4
WireConnection;52;0;46;0
WireConnection;52;1;72;0
WireConnection;1;0;3;0
WireConnection;1;1;21;0
WireConnection;146;2;11;0
WireConnection;146;3;147;0
WireConnection;11;0;12;0
WireConnection;11;1;34;0
WireConnection;11;2;4;0
WireConnection;126;0;98;0
WireConnection;64;0;65;0
WireConnection;64;1;10;2
WireConnection;68;10;64;0
WireConnection;78;0;144;0
WireConnection;164;0;173;0
WireConnection;164;2;11;0
WireConnection;164;3;173;0
WireConnection;164;4;173;0
WireConnection;164;5;173;0
ASEEND*/
//CHKSM=4D86F0FC2CBB5B4FB3842556164E844DCE2BFAEE