// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "SLZ/ForceField"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[ASEBegin][HDR]_Color("Color", Color) = (1,1,1,0)
		[HDR]_EdgeColor("Edge Color", Color) = (1,1,1,0)
		_EdgeDistance("Edge Distance", Float) = 0.1
		_Normal("Normal", 2D) = "bump" {}
		_NormalScale("Normal Scale", Float) = 1
		_TimeScaler("Time Scaler", Float) = 0
		_Vector0("Vector 0", Vector) = (1,1,0,0)
		[ASEEnd]_NoiseDefusion("Noise Defusion", Float) = 0

		[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector]_QueueControl("_QueueControl", Float) = -1
        [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
		//_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

		
		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
		
		Cull Off
		AlphaToMask Off
		
		HLSLINCLUDE
		#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/PlatformCompiler.hlsl"
		#pragma target 5.0

		//#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"="UniversalForwardOnly" }
			
			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
			ZWrite Off
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA
			

			HLSLPROGRAM
			
			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1

			
			//#pragma multi_compile _ LIGHTMAP_ON
			//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			//#pragma shader_feature _ _SAMPLE_GI
			//#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			//#pragma multi_compile _ DEBUG_DISPLAY
			#define SHADERPASS SHADERPASS_UNLIT


			#pragma vertex vert
			#pragma fragment frag

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

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"


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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				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 ASE_FOG
				float fogFactor : TEXCOORD2;
				#endif
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			
			
			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);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord3 = screenPos;
				
				o.ase_texcoord4.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord4.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 );
				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
				#ifdef ASE_FOG
				o.fogFactor = ComputeFogFactor( positionCS.z );
				#endif
				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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
				float localMyCustomExpression1_g9 = ( 0.0 );
				float4 screenPos = IN.ase_texcoord3;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord4.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				float4 color1_g9 = staticSwitch113;
				float3 WorldSpacePosition1_g9 = WorldPosition;
				{
				color1_g9 = Volumetrics(color1_g9, WorldSpacePosition1_g9);
				}
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = color1_g9.xyz;
				float Alpha = (staticSwitch113).w;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

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

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(IN.clipPos, Color);
				#endif

				#if defined(_ALPHAPREMULTIPLY_ON)
				Color *= Alpha;
				#endif


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

				#ifdef ASE_FOG
					Color = MixFog( Color, IN.fogFactor );
				#endif

				return half4( Color, Alpha );
			}

			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM
			
			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1

			
			#pragma vertex vert
			#pragma fragment frag

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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				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
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			

			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);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord2 = screenPos;
				
				o.ase_texcoord3.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord3.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 );

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

				o.clipPos = TransformWorldToHClip( positionWS );
				#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 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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

				float4 screenPos = IN.ase_texcoord2;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord3.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				
				float Alpha = (staticSwitch113).w;
				float AlphaClipThreshold = 0.5;

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif
				return 0;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "Universal2D"
			Tags { "LightMode"="Universal2D" }
			
			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
			ZWrite Off
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA
			

			HLSLPROGRAM
#pragma multi_compile_instancing#define _RECEIVE_SHADOWS_OFF 1#define ASE_SRP_VERSION 999999#define REQUIRE_DEPTH_TEXTURE 1
#if FALSE
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma shader_feature _ _SAMPLE_GI
			#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile _ DEBUG_DISPLAY
			#define SHADERPASS SHADERPASS_UNLIT


			#pragma vertex vert
			#pragma fragment frag

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

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"


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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				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 ASE_FOG
				float fogFactor : TEXCOORD2;
				#endif
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			
			
			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);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord3 = screenPos;
				
				o.ase_texcoord4.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord4.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 );
				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
				#ifdef ASE_FOG
				o.fogFactor = ComputeFogFactor( positionCS.z );
				#endif
				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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
				float localMyCustomExpression1_g9 = ( 0.0 );
				float4 screenPos = IN.ase_texcoord3;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord4.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				float4 color1_g9 = staticSwitch113;
				float3 WorldSpacePosition1_g9 = WorldPosition;
				{
				color1_g9 = Volumetrics(color1_g9, WorldSpacePosition1_g9);
				}
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = color1_g9.xyz;
				float Alpha = (staticSwitch113).w;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

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

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(IN.clipPos, Color);
				#endif

				#if defined(_ALPHAPREMULTIPLY_ON)
				Color *= Alpha;
				#endif


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

				#ifdef ASE_FOG
					Color = MixFog( Color, IN.fogFactor );
				#endif

				return half4( Color, Alpha );
			}
#endif
			ENDHLSL
		}


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

			HLSLPROGRAM
        
			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1

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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			

			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);


				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord = screenPos;
				
				o.ase_texcoord1.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord1.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 );
				o.clipPos = TransformWorldToHClip(positionWS);
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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;
				float4 screenPos = IN.ase_texcoord;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord1.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				
				surfaceDescription.Alpha = (staticSwitch113).w;
				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

			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1


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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			

        
			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);


				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord = screenPos;
				
				o.ase_texcoord1.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord1.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 );
				o.clipPos = TransformWorldToHClip(positionWS);
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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;
				float4 screenPos = IN.ase_texcoord;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord1.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				
				surfaceDescription.Alpha = (staticSwitch113).w;
				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
        }
		
		
        Pass
        {
			
            Name "DepthNormals"
            Tags { "LightMode"="DepthNormalsOnly" }

			ZTest LEqual
			ZWrite On

        
			HLSLPROGRAM
			
			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1

			
			#pragma only_renderers d3d11 glcore gles gles3 
			#pragma multi_compile_fog
			#pragma instancing_options renderinglayer
			#pragma vertex vert
			#pragma fragment frag

        
			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define VARYINGS_NEED_NORMAL_WS

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY

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


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float3 normalWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			
      
			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);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord1 = screenPos;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.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 normalWS = TransformObjectToWorldNormal(v.ase_normal);

				o.clipPos = TransformWorldToHClip(positionWS);
				o.normalWS.xyz =  normalWS;

				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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;
				float4 screenPos = IN.ase_texcoord1;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord2.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				
				surfaceDescription.Alpha = (staticSwitch113).w;
				surfaceDescription.AlphaClipThreshold = 0.5;

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

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

				float3 normalWS = IN.normalWS;
				return half4(EncodeWSNormalForNormalsTex(NormalizeNormalPerPixel(normalWS)), 0.0);

			}
        
			ENDHLSL
        }

		
        Pass
        {
			
            Name "DepthNormalsOnly"
            Tags { "LightMode"="DepthNormalsOnly" }
        
			ZTest LEqual
			ZWrite On
        
        
			HLSLPROGRAM
        
			#pragma multi_compile_instancing
			#define _RECEIVE_SHADOWS_OFF 1
			#define ASE_SRP_VERSION 999999
			#define REQUIRE_DEPTH_TEXTURE 1

        
			#pragma exclude_renderers glcore gles gles3 
			#pragma vertex vert
			#pragma fragment frag
        
			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define ATTRIBUTES_NEED_TEXCOORD1
			#define VARYINGS_NEED_NORMAL_WS
			#define VARYINGS_NEED_TANGENT_WS
        
			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
        
			#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"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
			#pragma multi_compile _  _VOLUMETRICS_ENABLED 


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float3 normalWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			float4 _Vector0;
			float4 _Color;
			float4 _EdgeColor;
			float _TimeScaler;
			float _NormalScale;
			float _NoiseDefusion;
			float _EdgeDistance;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _Normal;
			uniform float4 _CameraDepthTexture_TexelSize;


			inline float4 ASE_ComputeGrabScreenPos( float4 pos )
			{
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float4 o = pos;
				o.y = pos.w * 0.5f;
				o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
				return o;
			}
			
			inline float4 GetScreenNoiseRGBASlice27_g4( float2 screenUV, float offsetFrame )
			{
				return GetScreenNoiseRGBAOffset(screenUV, offsetFrame);
			}
			
			float3 MyCustomExpression1_g8( float2 uv, float level )
			{
				return SAMPLE_TEXTURE2D_X_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, UnityStereoTransformScreenSpaceTex(uv),level).rgb;
			}
			

			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);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord1 = screenPos;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.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 normalWS = TransformObjectToWorldNormal(v.ase_normal);

				o.clipPos = TransformWorldToHClip(positionWS);
				o.normalWS.xyz =  normalWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				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_texcoord = v.ase_texcoord;
				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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * 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;
				float4 screenPos = IN.ase_texcoord1;
				float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( screenPos );
				float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
				float mulTime31 = _TimeParameters.x * _TimeScaler;
				float2 texCoord30 = IN.ase_texcoord2.xy * (_Vector0).xy + ( (_Vector0).zw * mulTime31 );
				float3 unpack26 = UnpackNormalScale( tex2D( _Normal, texCoord30 ), _NormalScale );
				unpack26.z = lerp( 1, unpack26.z, saturate(_NormalScale) );
				float2 screenUV27_g4 = (ase_grabScreenPosNorm).xy;
				float offsetFrame27_g4 = 0.0;
				float4 localGetScreenNoiseRGBASlice27_g4 = GetScreenNoiseRGBASlice27_g4( screenUV27_g4 , offsetFrame27_g4 );
				float3 temp_output_57_0 = (localGetScreenNoiseRGBASlice27_g4).xyz;
				float3 temp_output_60_0 = ( temp_output_57_0 - float3( 0.5,0.5,0.5 ) );
				float3 temp_output_64_0 = ( unpack26 + ( temp_output_60_0 * _NoiseDefusion * 2.0 ) );
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float screenDepth14 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
				float distanceDepth14 = saturate( ( screenDepth14 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _EdgeDistance ) );
				float temp_output_15_0 = ( 1.0 - distanceDepth14 );
				float2 uv1_g8 = ( ase_grabScreenPosNorm + float4( ( temp_output_64_0 * ( 1.0 - temp_output_15_0 ) ) , 0.0 ) ).xy;
				float level1_g8 = 0.0;
				float3 localMyCustomExpression1_g8 = MyCustomExpression1_g8( uv1_g8 , level1_g8 );
				float4 appendResult98 = (float4((( ( float4( localMyCustomExpression1_g8 , 0.0 ) * _Color ) + ( ( temp_output_15_0 * temp_output_15_0 * temp_output_15_0 ) * _EdgeColor ) )).rgb , 1.0));
				float3 lerpResult105 = lerp( float3( 0,0,0 ) , temp_output_57_0 , ( 1.0 - _Color ).rgb);
				float3 break94 = lerpResult105;
				float2 temp_output_74_0 = abs( (temp_output_64_0).xy );
				float4 appendResult100 = (float4((( _Color * float4( temp_output_60_0 , 0.0 ) )).rgb , saturate( ( max( max( break94.x , break94.y ) , break94.z ) + saturate( max( ( temp_output_74_0 * 30.0 ).x , 0.0 ) ) ) )));
				#ifdef SHADER_API_MOBILE
				float4 staticSwitch113 = appendResult100;
				#else
				float4 staticSwitch113 = appendResult98;
				#endif
				
				surfaceDescription.Alpha = (staticSwitch113).w;
				surfaceDescription.AlphaClipThreshold = 0.5;
				
				#if _ALPHATEST_ON
					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
				#endif

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

				float3 normalWS = IN.normalWS;
				return half4(EncodeWSNormalForNormalsTex(NormalizeNormalPerPixel(normalWS)), 0.0);

			}

			ENDHLSL
        }
		
	}
	
	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
	Fallback "Hidden/InternalErrorShader"
	
}
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