// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "SLZ/Anime"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[ASEBegin]_BaseMap("Base Map", 2D) = "white" {}
		[NoScaleOffset]g_tBRDFMap("BRDF map", 2D) = "white" {}
		[HideInInspector][Toggle(_BRDFMAP)] BRDFMAP1("Enable BRDF map", Float) = 1
		[HideInInspector][Toggle(ANIME)] ANIME("ANIME", Float) = 1
		[NoScaleOffset][SingleLineTexture]_MetallicGlossMap("MAS", 2D) = "white" {}
		[HDR]_OutlineColor("Outline Color", Color) = (0.5,0.5,0.5,0)
		_BumpMap("Bump Map", 2D) = "bump" {}
		_Color("Color", Color) = (1,1,1,1)
		_OutlineSize("Outline Size", Float) = 5
		[ASEEnd]_OutlineClamp("Outline Clamp", Float) = 10
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

		[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

		
		
		
		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
		Cull Back
		ZWrite On
		ZTest LEqual
		Offset 0,0
		AlphaToMask Off
		
		HLSLINCLUDE
		#pragma target 4.0

		#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_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _DISABLE_LIGHTMAPS
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999
			#define ASE_USING_SAMPLING_MACROS 1

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

			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#pragma shader_feature_local ANIME
			#pragma shader_feature_local _BRDFMAP

			#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;
				
				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_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseMap_ST;
			float4 _Color;
			float4 _OutlineColor;
			float4 _BumpMap_ST;
			float _OutlineSize;
			float _OutlineClamp;
			#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
			TEXTURE2D(_BaseMap);
			SAMPLER(sampler_BaseMap);
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_MetallicGlossMap);
			SAMPLER(sampler_MetallicGlossMap);


			
			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_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) || defined(ASE_TERRAIN_INSTANCING)
					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;
				
				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;
				
				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;
				
				#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 );

				float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
				float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) );
				float dotResult19 = dot( WorldNormal , WorldViewDirection );
				float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) ));
				
				float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
				
				float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy;
				float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 );
				
				float3 Albedo = lerpResult22.rgb;
				float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
				float3 Emission = 0;
#if 0
				float3 BakedEmission = 0;
#endif
				float3 Specular = 0.5;
				float Metallic = tex2DNode56.r;
				float Smoothness = tex2DNode56.b;
				float Occlusion = tex2DNode56.g;
				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


				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _DISABLE_LIGHTMAPS
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999
			#define ASE_USING_SAMPLING_MACROS 1

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

			#pragma shader_feature_local ANIME
			#pragma shader_feature_local _BRDFMAP


			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 _BaseMap_ST;
			float4 _Color;
			float4 _OutlineColor;
			float4 _BumpMap_ST;
			float _OutlineSize;
			float _OutlineClamp;
			#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 * .01;
				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

				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					#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_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _DISABLE_LIGHTMAPS
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999
			#define ASE_USING_SAMPLING_MACROS 1

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

			#pragma shader_feature_local ANIME
			#pragma shader_feature_local _BRDFMAP


			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 _BaseMap_ST;
			float4 _Color;
			float4 _OutlineColor;
			float4 _BumpMap_ST;
			float _OutlineSize;
			float _OutlineClamp;
			#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

				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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
		}
		
		/*ase_pass*/
		Pass
		{
			
			Name "Universal2D"
			Tags{"LightMode" = "Universal2D"}

			Blend One Zero
			ColorMask RGBA

			HLSLPROGRAM
			
			/*ase_pragma_before*/
			
			#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"
			
			/*ase_pragma*/

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
				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
				/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			/*ase_srp_batcher*/
			#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
			/*ase_globals*/

			/*ase_funcs*/

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

				/*ase_vert_code:v=VertexInput;o=VertexOutput*/
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_Normal*/v.ase_normal/*end*/;

				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;
				/*ase_vcontrol*/
				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;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				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;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#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 /*ase_frag_input*/ ) : 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

				/*ase_frag_code:IN=VertexOutput*/
				
				float3 Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3(0.5, 0.5, 0.5)/*end*/;
				float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/0.5/*end*/;

				half4 color = half4( Albedo, Alpha );

				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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_fog
			#define ASE_FOG 1
			#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
			#define _DISABLE_LIGHTMAPS
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999
			#define ASE_USING_SAMPLING_MACROS 1

			
			#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"

			#pragma shader_feature_local ANIME
			#pragma shader_feature_local _BRDFMAP


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				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
				float3 worldNormal : TEXCOORD2;
				float4 worldTangent : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseMap_ST;
			float4 _Color;
			float4 _OutlineColor;
			float4 _BumpMap_ST;
			float _OutlineSize;
			float _OutlineClamp;
			#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
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);


			
			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_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 );
				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;
				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_tangent = v.ase_tangent;
				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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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

			#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

				float2 uv_BumpMap = IN.ase_texcoord4.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
				
				float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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_fog#define ASE_FOG 1#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED#define _DISABLE_LIGHTMAPS#define _NORMALMAP 1#define ASE_SRP_VERSION 999999#define ASE_USING_SAMPLING_MACROS 1
#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

			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#pragma shader_feature_local ANIME
			#pragma shader_feature_local _BRDFMAP


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				
				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_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _BaseMap_ST;
			float4 _Color;
			float4 _OutlineColor;
			float4 _BumpMap_ST;
			float _OutlineSize;
			float _OutlineClamp;
			#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
			TEXTURE2D(_BaseMap);
			SAMPLER(sampler_BaseMap);
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_MetallicGlossMap);
			SAMPLER(sampler_MetallicGlossMap);


			
			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_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;
				
				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;
				
				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;
				
				#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 );

				float2 uv_BaseMap = IN.ase_texcoord8.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
				float4 temp_output_109_0_g2 = round( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) );
				float dotResult19 = dot( WorldNormal , WorldViewDirection );
				float4 lerpResult22 = lerp( ( ( temp_output_109_0_g2 * ( 1.0 - ( ( 1.0 - ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) ) * ( 1.0 - _OutlineColor ) * 2.0 ) ) ) + ( ( 1.0 - temp_output_109_0_g2 ) * ( ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) * _OutlineColor * 2.0 ) ) ) , ( SAMPLE_TEXTURE2D( _BaseMap, sampler_BaseMap, uv_BaseMap ) * _Color ) , saturate( ( pow( dotResult19 , _OutlineSize ) * _OutlineClamp ) ));
				
				float2 uv_BumpMap = IN.ase_texcoord8.xy * _BumpMap_ST.xy + _BumpMap_ST.zw;
				
				float2 uv_MetallicGlossMap56 = IN.ase_texcoord8.xy;
				float4 tex2DNode56 = SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, uv_MetallicGlossMap56 );
				
				float3 Albedo = lerpResult22.rgb;
				float3 Normal = UnpackNormalScale( SAMPLE_TEXTURE2D_BIAS( _BumpMap, sampler_BumpMap, uv_BumpMap, 0.0 ), 1.0f );
				float3 Emission = 0;
				float3 Specular = 0.5;
				float Metallic = tex2DNode56.r;
				float Smoothness = tex2DNode56.b;
				float Occlusion = tex2DNode56.g;
				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

				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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
		}


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

			/*ase_pragma_before*/

			#pragma only_renderers gles gles3 glcore d3d11
			#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"
        
			/*ase_pragma*/

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				/*ase_interp(0,):sp=sp*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
        
			CBUFFER_START(UnityPerMaterial)
			/*ase_srp_batcher*/
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

			/*ase_funcs*/

        
			float4 _SelectionID;

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

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


				/*ase_vert_code:v=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/v.ase_normal/*end*/;

				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;
				/*ase_vcontrol*/
				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;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				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;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#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 /*ase_frag_input*/) : SV_TARGET
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:IN=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;


				#if defined(_ALPHATEST_ON) && !defined(ASE_TERRAIN)
					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"
	
}
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