李桃 пре 7 месеци
родитељ
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8538f6b496
100 измењених фајлова са 33114 додато и 0 уклоњено
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+    - _CTime: 1
+    - _ClearCoatMask: 0
+    - _ClearCoatSmoothness: 0
+    - _Cull: 2
+    - _CustomDataDissolve: 0
+    - _CustomDataMainUV: 0
+    - _Cutoff: 0.5
+    - _DetailAlbedoMapScale: 1
+    - _DetailNormalMapScale: 1
+    - _DissSoft: 0
+    - _Diss_value: 0
+    - _DstBlend: 0
+    - _DstBlendAlpha: 0
+    - _EnvironmentReflections: 1
+    - _GlossMapScale: 0
+    - _Glossiness: 0
+    - _GlossyReflections: 0
+    - _MainAlpha: 0
+    - _Metallic: 0
+    - _OcclusionStrength: 1
+    - _Parallax: 0.005
+    - _QueueControl: 0
+    - _QueueOffset: 0
+    - _ReceiveShadows: 1
+    - _Smoothness: 0.5
+    - _SmoothnessTextureChannel: 0
+    - _SpecularHighlights: 1
+    - _SrcBlend: 1
+    - _SrcBlendAlpha: 1
+    - _Surface: 0
+    - _Turb_Value: 0
+    - _WorkflowMode: 1
+    - _ZWrite: 1
+    - _ca: 1
+    m_Colors:
+    - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+    - _Color: {r: 1, g: 1, b: 1, a: 1}
+    - _Diss_UV: {r: 0, g: 0, b: 0, a: 0}
+    - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
+    - _Main_Color: {r: 5.9921565, g: 5.9921565, b: 5.9921565, a: 1}
+    - _Main_UV: {r: 0, g: 0, b: 0, a: 0}
+    - _MaskUVSpeed: {r: 0, g: 0, b: 0, a: 0}
+    - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+    - _Turb_UV: {r: 0, g: 0, b: 0, a: 0}
+  m_BuildTextureStacks: []

+ 8 - 0
Assets/Art/VFX/Materials/fx_lz1.mat.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 39218b0eb4480d84a842e21a4e3ecc6d
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 2100000
+  userData: 
+  assetBundleName: fx_lz1
+  assetBundleVariant: 

+ 8 - 0
Assets/Art/VFX/Resources.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: DX4e5yutUnxMwtQgFxyTrnVRnQkEuA9xLhcAHsEyBVG4ahxTvTZK9y4=
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2060 - 0
Assets/Art/VFX/Resources/AddMoveTurbDissolve.shader

@@ -0,0 +1,2060 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "LT/AddMoveTurbDissolve"
+{
+	Properties
+	{
+		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
+		[ASEBegin]_CTime("_CTime", Float) = 1
+		[HDR]_Main_Color("Main_Color", Color) = (1,1,1,1)
+		_Alpha("Alpha", Range( 0 , 1)) = 1
+		_Main_Tex("Main_Tex", 2D) = "white" {}
+		_MainAlpha("MainAlpha", Range( 0 , 1)) = 0
+		_Main_UV("Main_UV", Vector) = (0,0,0,0)
+		_CustomDataMainUV("CustomDataMainUV", Range( 0 , 1)) = 0
+		_Turb_Noise("Turb_Noise", 2D) = "white" {}
+		_Turb_Value("Turb_Value", Float) = 0
+		_Turb_UV("Turb_UV", Vector) = (0,0,0,0)
+		_dissolve("dissolve", 2D) = "white" {}
+		_Diss_value("Diss_value", Float) = 0
+		_DissSoft("DissSoft", Float) = 0
+		_Diss_UV("Diss_UV", Vector) = (0,0,0,0)
+		_CustomDataDissolve("CustomDataDissolve", Range( 0 , 1)) = 0
+		_Mask("Mask", 2D) = "white" {}
+		_MaskUVSpeed("MaskUVSpeed", Vector) = (0,0,0,0)
+		[ASEEnd]_ca("_ca", Float) = 1
+
+		[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
+		#pragma target 3.0
+
+		#pragma prefer_hlslcc gles
+		#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan nomrt 
+
+		#ifndef ASE_TESS_FUNCS
+		#define ASE_TESS_FUNCS
+		float4 FixedTess( float tessValue )
+		{
+			return tessValue;
+		}
+		
+		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
+		{
+			float3 wpos = mul(o2w,vertex).xyz;
+			float dist = distance (wpos, cameraPos);
+			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
+			return f;
+		}
+
+		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
+		{
+			float4 tess;
+			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
+			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
+			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
+			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
+			return tess;
+		}
+
+		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
+		{
+			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
+			float len = distance(wpos0, wpos1);
+			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
+			return f;
+		}
+
+		float DistanceFromPlane (float3 pos, float4 plane)
+		{
+			float d = dot (float4(pos,1.0f), plane);
+			return d;
+		}
+
+		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
+		{
+			float4 planeTest;
+			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
+			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+						  (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
+			return !all (planeTest);
+		}
+
+		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
+		{
+			float3 f;
+			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
+			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
+			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
+
+			return CalcTriEdgeTessFactors (f);
+		}
+
+		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
+		{
+			float3 pos0 = mul(o2w,v0).xyz;
+			float3 pos1 = mul(o2w,v1).xyz;
+			float3 pos2 = mul(o2w,v2).xyz;
+			float4 tess;
+			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+			return tess;
+		}
+
+		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
+		{
+			float3 pos0 = mul(o2w,v0).xyz;
+			float3 pos1 = mul(o2w,v1).xyz;
+			float3 pos2 = mul(o2w,v2).xyz;
+			float4 tess;
+
+			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+			{
+				tess = 0.0f;
+			}
+			else
+			{
+				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+			}
+			return tess;
+		}
+		#endif //ASE_TESS_FUNCS
+
+		ENDHLSL
+
+		
+		Pass
+		{
+			
+			Name "Forward"
+			Tags { "LightMode"="UniversalForwardOnly" }
+			
+			Blend One One, One One
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#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"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				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;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+			sampler2D _dissolve;
+
+
+						
+			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_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//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 );
+				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;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			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
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float4 temp_cast_0 = (tex2DNode10.a).xxxx;
+				float4 lerpResult58 = lerp( tex2DNode10 , temp_cast_0 , round( _MainAlpha ));
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner53 = ( 1.0 * _Time.y * ( _MaskUVSpeed * _CTime ) + uv_Mask);
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _DissSoft ) , tex2D( _dissolve, panner31 ).r);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( lerpResult58 * _Main_Color * IN.ase_color * tex2D( _Mask, panner53 ).r * ( _ca * _Alpha ) * smoothstepResult33 ).rgb;
+				float Alpha = 1;
+				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
+
+			
+			#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"
+
+			
+
+			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 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			VertexOutput VertexFunction( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+
+				o.clipPos = 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;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN  ) : SV_TARGET
+			{
+				UNITY_SETUP_INSTANCE_ID(IN);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+
+				
+				float Alpha = 1;
+				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 One One, One One
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#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"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				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;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+			sampler2D _dissolve;
+
+
+						
+			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_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//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 );
+				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;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			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
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float4 temp_cast_0 = (tex2DNode10.a).xxxx;
+				float4 lerpResult58 = lerp( tex2DNode10 , temp_cast_0 , round( _MainAlpha ));
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner53 = ( 1.0 * _Time.y * ( _MaskUVSpeed * _CTime ) + uv_Mask);
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _DissSoft ) , tex2D( _dissolve, panner31 ).r);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( lerpResult58 * _Main_Color * IN.ase_color * tex2D( _Mask, panner53 ).r * ( _ca * _Alpha ) * smoothstepResult33 ).rgb;
+				float Alpha = 1;
+				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 "SceneSelectionPass"
+            Tags { "LightMode"="SceneSelectionPass" }
+        
+			Cull Off
+
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+			int _ObjectId;
+			int _PassValue;
+
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+			
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
+				return outColor;
+			}
+
+			ENDHLSL
+        }
+
+		
+        Pass
+        {
+			
+            Name "ScenePickingPass"
+            Tags { "LightMode"="Picking" }
+        
+			HLSLPROGRAM
+
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+			
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+        
+			float4 _SelectionID;
+
+        
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = 0;
+				outColor = _SelectionID;
+				
+				return outColor;
+			}
+        
+			ENDHLSL
+        }
+		
+		
+        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
+
+			
+			#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"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			      
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				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;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(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
+
+        
+			#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"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+      
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				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;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+				
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
+
+			ENDHLSL
+        }
+		
+	}
+	
+	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
+	Fallback "Hidden/InternalErrorShader"
+	
+}
+/*ASEBEGIN
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+ASEEND*/
+//CHKSM=77E69DD71677EB8B347CBACA79D89D9C8683CBD2

+ 9 - 0
Assets/Art/VFX/Resources/AddMoveTurbDissolve.shader.meta

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+fileFormatVersion: 2
+guid: c6a0e78efe21c54448ab2869b09e8a2d
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  userData: 
+  assetBundleName: fb010shader
+  assetBundleVariant: 

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Assets/Art/VFX/Resources/AlphaMoveTurbDissolve.shader

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "LT/AlphaMoveTurbDissolve"
+{
+	Properties
+	{
+		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
+		[ASEBegin][HDR]_Main_Color("Main_Color", Color) = (1,1,1,1)
+		_light("亮度", Float) = 1
+		_CTime("_CTime", Float) = 1
+		_Alpha("Alpha", Range( 0 , 1)) = 1
+		_Main_Tex("Main_Tex", 2D) = "white" {}
+		_Main_UV("Main_UV", Vector) = (0,0,0,0)
+		_CustomDataMainUV("CustomDataMainUV", Range( 0 , 1)) = 0
+		_Turb_Noise("Turb_Noise", 2D) = "white" {}
+		_Turb_Value("Turb_Value", Float) = 0
+		_Turb_UV("Turb_UV", Vector) = (0,0,0,0)
+		_dissolve("dissolve", 2D) = "white" {}
+		_Diss_value("Diss_value", Float) = 0
+		_Soft_value("Soft_value", Float) = 0
+		_CustomDataDissolve("CustomDataDissolve", Range( 0 , 1)) = 0
+		_Diss_UV("Diss_UV", Vector) = (0,0,0,0)
+		_Mask("Mask", 2D) = "white" {}
+		_Mask_UV("Mask_UV", Vector) = (0,0,0,0)
+		[ASEEnd]_ca("_ca", Float) = 1
+
+		[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
+		#pragma target 3.0
+
+		#pragma prefer_hlslcc gles
+		#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan nomrt 
+
+		#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
+
+			
+			#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_COLOR
+
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				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;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _dissolve;
+			sampler2D _Mask;
+
+
+						
+			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_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//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 );
+				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;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			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
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( ( tex2DNode10 * _Main_Color * IN.ase_color ) * _light ).rgb;
+				float Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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
+
+			
+			#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"
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				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;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _dissolve;
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+
+
+			
+			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_texcoord2 = v.ase_texcoord1;
+				o.ase_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//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_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			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 texCoord48 = IN.ase_texcoord2;
+				texCoord48.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord2;
+				texCoord45.xy = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				float Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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
+
+			
+			#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_COLOR
+
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				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;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _dissolve;
+			sampler2D _Mask;
+
+
+						
+			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_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//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 );
+				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;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			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
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( ( tex2DNode10 * _Main_Color * IN.ase_color ) * _light ).rgb;
+				float Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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 "SceneSelectionPass"
+            Tags { "LightMode"="SceneSelectionPass" }
+        
+			Cull Off
+
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _dissolve;
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+
+
+			
+			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);
+
+
+				o.ase_texcoord = v.ase_texcoord1;
+				o.ase_texcoord1.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//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_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+			
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				float4 texCoord48 = IN.ase_texcoord;
+				texCoord48.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord1.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Turb_Noise = IN.ase_texcoord1.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord1.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord;
+				texCoord45.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				surfaceDescription.Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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
+
+
+			#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"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			sampler2D _dissolve;
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+
+
+			
+        
+			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);
+
+
+				o.ase_texcoord = v.ase_texcoord1;
+				o.ase_texcoord1.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//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_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				float4 texCoord48 = IN.ase_texcoord;
+				texCoord48.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord1.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Turb_Noise = IN.ase_texcoord1.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord1.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord;
+				texCoord45.xy = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float2 uv_Mask = IN.ase_texcoord1.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				surfaceDescription.Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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
+
+			
+			#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"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord2 : TEXCOORD2;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _dissolve;
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+
+
+			      
+			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);
+
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord2.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//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_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				float4 texCoord48 = IN.ase_texcoord1;
+				texCoord48.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord2.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Turb_Noise = IN.ase_texcoord2.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord2.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord1;
+				texCoord45.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				surfaceDescription.Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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(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
+
+        
+			#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"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord2 : TEXCOORD2;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Mask_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float4 _Main_Tex_ST;
+			float4 _Main_Color;
+			float2 _Diss_UV;
+			float2 _Mask_UV;
+			float2 _Turb_UV;
+			float2 _Main_UV;
+			float _ca;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _Soft_value;
+			float _Turb_Value;
+			float _CTime;
+			float _Alpha;
+			float _CustomDataMainUV;
+			float _light;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _dissolve;
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+
+
+			
+			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);
+
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord2.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//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_texcoord1 : TEXCOORD1;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				float4 tf = 1;
+				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+				#if defined(ASE_FIXED_TESSELLATION)
+				tf = FixedTess( tessValue );
+				#elif defined(ASE_DISTANCE_TESSELLATION)
+				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[domain("tri")]
+			[partitioning("fractional_odd")]
+			[outputtopology("triangle_cw")]
+			[patchconstantfunc("TessellationFunction")]
+			[outputcontrolpoints(3)]
+			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
+			{
+			   return patch[id];
+			}
+
+			[domain("tri")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				float4 texCoord48 = IN.ase_texcoord1;
+				texCoord48.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord2.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _Soft_value ) , tex2D( _dissolve, panner31 ).r);
+				float2 uv_Turb_Noise = IN.ase_texcoord2.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord2.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord1;
+				texCoord45.xy = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float2 uv_Mask = IN.ase_texcoord2.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner65 = ( 1.0 * _Time.y * ( _Mask_UV * _CTime ) + uv_Mask);
+				
+				surfaceDescription.Alpha = ( _ca * ( smoothstepResult33 * _Alpha * tex2DNode10.a * IN.ase_color.a * _Main_Color.a * tex2D( _Mask, panner65 ).r ) );
+				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(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
+
+			ENDHLSL
+        }
+		
+	}
+	
+	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
+	Fallback "Hidden/InternalErrorShader"
+	
+}
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Assets/Epic Toon FX/Demo/Scripts.meta

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+ 60 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXButtonScript.cs

@@ -0,0 +1,60 @@
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EpicToonFX
+{
+
+public class ETFXButtonScript : MonoBehaviour
+{
+	public GameObject Button;
+	Text MyButtonText;
+	string projectileParticleName;		// The variable to update the text component of the button
+
+	ETFXFireProjectile effectScript;		// A variable used to access the list of projectiles
+	ETFXProjectileScript projectileScript;
+
+	public float buttonsX;
+	public float buttonsY;
+	public float buttonsSizeX;
+	public float buttonsSizeY;
+	public float buttonsDistance;
+	
+	void Start ()
+	{
+		effectScript = GameObject.Find("ETFXFireProjectile").GetComponent<ETFXFireProjectile>();
+		getProjectileNames();
+		MyButtonText = Button.transform.Find("Text").GetComponent<Text>();
+		MyButtonText.text = projectileParticleName;
+	}
+
+	void Update ()
+	{
+		MyButtonText.text = projectileParticleName;
+//		print(projectileParticleName);
+	}
+
+	public void getProjectileNames()			// Find and diplay the name of the currently selected projectile
+	{
+		// Access the currently selected projectile's 'ProjectileScript'
+		projectileScript = effectScript.projectiles[effectScript.currentProjectile].GetComponent<ETFXProjectileScript>();
+		projectileParticleName = projectileScript.projectileParticle.name;	// Assign the name of the currently selected projectile to projectileParticleName
+	}
+
+	public bool overButton()		// This function will return either true or false
+	{
+		Rect button1 = new Rect(buttonsX, buttonsY, buttonsSizeX, buttonsSizeY);
+		Rect button2 = new Rect(buttonsX + buttonsDistance, buttonsY, buttonsSizeX, buttonsSizeY);
+		
+		if(button1.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)) ||
+		   button2.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
+		{
+			return true;
+		}
+		else
+			return false;
+	}
+}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXButtonScript.cs.meta

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+ 163 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXEffectController.cs

@@ -0,0 +1,163 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+namespace EpicToonFX
+{
+    public class ETFXEffectController : MonoBehaviour
+    {
+        public GameObject[] effects;
+        private int effectIndex = 0;
+
+        [Space(10)]
+
+        [Header("Spawn Settings")]
+        public bool disableLights = true;
+        public bool disableSound = true;
+        public float startDelay = 0.2f;
+        public float respawnDelay = 0.5f;
+        public bool slideshowMode = false;
+        public bool autoRotation = false;
+        [Range(0.001f, 0.5f)]
+        public float autoRotationSpeed = 0.1f;
+
+        private GameObject currentEffect;
+        private Text effectNameText;
+        private Text effectIndexText;
+
+        private ETFXMouseOrbit etfxMouseOrbit;
+
+        private void Awake()
+        {
+            effectNameText = GameObject.Find("EffectName").GetComponent<Text>();
+            effectIndexText = GameObject.Find("EffectIndex").GetComponent<Text>();
+
+            etfxMouseOrbit = Camera.main.GetComponent<ETFXMouseOrbit>();
+            etfxMouseOrbit.etfxEffectController = this;
+        }
+
+        void Start()
+        {
+            etfxMouseOrbit = Camera.main.GetComponent<ETFXMouseOrbit>();
+            etfxMouseOrbit.etfxEffectController = this;
+
+            Invoke("InitializeLoop", startDelay);
+        }
+
+        void Update()
+        {
+            if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
+            {
+                NextEffect();
+            }
+
+            if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
+            {
+                PreviousEffect();
+            }
+        }
+
+        private void FixedUpdate()
+        {
+            if (autoRotation)
+            {
+                etfxMouseOrbit.SetAutoRotationSpeed(autoRotationSpeed);
+
+                if (!etfxMouseOrbit.isAutoRotating)
+                    etfxMouseOrbit.InitializeAutoRotation();
+            }
+        }
+
+        public void InitializeLoop()
+        {
+            StartCoroutine(EffectLoop());
+        }
+
+        public void NextEffect()
+        {
+            if (effectIndex < effects.Length - 1)
+            {
+                effectIndex++;
+            }
+            else
+            {
+                effectIndex = 0;
+            }
+
+            CleanCurrentEffect();
+        }
+
+        public void PreviousEffect()
+        {
+            if (effectIndex > 0)
+            {
+                effectIndex--;
+            }
+            else
+            {
+                effectIndex = effects.Length - 1;
+            }
+
+            CleanCurrentEffect();
+        }
+
+        private void CleanCurrentEffect()
+        {
+            StopAllCoroutines();
+
+            if (currentEffect != null)
+            {
+                Destroy(currentEffect);
+            }
+
+            StartCoroutine(EffectLoop());
+        }
+
+        private IEnumerator EffectLoop()
+        {
+            //Instantiating effect
+            GameObject effect = Instantiate(effects[effectIndex], transform.position, Quaternion.identity);
+            currentEffect = effect;
+
+            if (disableLights && effect.GetComponent<Light>())
+            {
+                effect.GetComponent<Light>().enabled = false;
+            }
+
+            if (disableSound && effect.GetComponent<AudioSource>())
+            {
+                effect.GetComponent<AudioSource>().enabled = false;
+            }
+
+            //Update GUIText with effect name
+            effectNameText.text = effects[effectIndex].name;
+            effectIndexText.text = (effectIndex + 1) + " of " + effects.Length;
+
+            ParticleSystem particleSystem = effect.GetComponent<ParticleSystem>();
+
+            while (true)
+            {
+                yield return new WaitForSeconds(particleSystem.main.duration + respawnDelay);
+
+                if (!slideshowMode)
+                {
+                    if (!particleSystem.main.loop)
+                    {
+                        currentEffect.SetActive(false);
+                        currentEffect.SetActive(true);
+                    }
+                }
+                else
+                {
+                    //Double delay for looping effects
+                    if (particleSystem.main.loop)
+                    {
+                        yield return new WaitForSeconds(respawnDelay);
+                    }
+
+                    NextEffect();
+                }
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXEffectController.cs.meta

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+ 176 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXEffectControllerPooled.cs

@@ -0,0 +1,176 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace EpicToonFX
+{
+    public class ETFXEffectControllerPooled : MonoBehaviour
+    {
+        public GameObject[] effects;
+        private List<GameObject> effectsPool;
+        private int effectIndex = 0;
+
+        [Space(10)]
+
+        [Header("Spawn Settings")]
+        public bool disableLights = true;
+        public bool disableSound = true;
+        public float startDelay = 0.2f;
+        public float respawnDelay = 0.5f;
+        public bool slideshowMode = false;
+        public bool autoRotation = false;
+        [Range(0.001f, 0.5f)]
+        public float autoRotationSpeed = 0.1f;
+
+        private GameObject currentEffect;
+        private Text effectNameText;
+        private Text effectIndexText;
+
+        private ETFXMouseOrbit etfxMouseOrbit;
+
+        //Caching components
+        private void Awake()
+        {
+            effectNameText = GameObject.Find("EffectName").GetComponent<Text>();
+            effectIndexText = GameObject.Find("EffectIndex").GetComponent<Text>();
+
+            etfxMouseOrbit = Camera.main.GetComponent<ETFXMouseOrbit>();
+            etfxMouseOrbit.etfxEffectControllerPooled = this;
+
+            //Pooling
+            effectsPool = new List<GameObject>();
+
+            for (int i = 0; i < effects.Length; i++)
+            {
+                GameObject effect = Instantiate(effects[i], transform.position, Quaternion.identity);
+                effect.transform.parent = transform;
+                effectsPool.Add(effect);
+
+                effect.SetActive(false);
+            }
+        }
+
+        private void Start()
+        {
+            Invoke("InitializeLoop", startDelay);
+        }
+
+        private void Update()
+        {
+            if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
+            {
+                NextEffect();
+            }
+
+            if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
+            {
+                PreviousEffect();
+            }
+        }
+
+        private void FixedUpdate()
+        {
+            if (autoRotation)
+            {
+                etfxMouseOrbit.SetAutoRotationSpeed(autoRotationSpeed);
+
+                if (!etfxMouseOrbit.isAutoRotating)
+                    etfxMouseOrbit.InitializeAutoRotation();
+            }
+        }
+
+        public void InitializeLoop()
+        {
+            StartCoroutine(EffectLoop());
+        }
+
+        public void NextEffect()
+        {
+            if (effectIndex < effects.Length - 1)
+            {
+                effectIndex++;
+            }
+            else
+            {
+                effectIndex = 0;
+            }
+
+            CleanCurrentEffect();
+        }
+
+        public void PreviousEffect()
+        {
+            if (effectIndex > 0)
+            {
+                effectIndex--;
+            }
+            else
+            {
+                effectIndex = effects.Length - 1;
+            }
+
+            CleanCurrentEffect();
+        }
+
+        private void CleanCurrentEffect()
+        {
+            StopAllCoroutines();
+
+            if (currentEffect != null)
+            {
+                currentEffect.SetActive(false);
+            }
+
+            StartCoroutine(EffectLoop());
+        }
+
+        private IEnumerator EffectLoop()
+        {
+            //Pooling effect
+            currentEffect = effectsPool[effectIndex];
+            currentEffect.SetActive(true);
+
+            if (disableLights && currentEffect.GetComponent<Light>())
+            {
+                currentEffect.GetComponent<Light>().enabled = false;
+            }
+
+            if (disableSound && currentEffect.GetComponent<AudioSource>())
+            {
+                currentEffect.GetComponent<AudioSource>().enabled = false;
+            }
+
+            //Update UI
+            effectNameText.text = effects[effectIndex].name;
+            effectIndexText.text = (effectIndex + 1) + " of " + effects.Length;
+
+            ParticleSystem particleSystem = currentEffect.GetComponent<ParticleSystem>();
+
+            while (true)
+            {
+                yield return new WaitForSeconds(particleSystem.main.duration + respawnDelay);
+
+                if (!slideshowMode)
+                {
+                    if (!particleSystem.main.loop)
+                    {
+                        currentEffect.SetActive(false);
+                        currentEffect.SetActive(true);
+                    }
+                }
+                else
+                {
+                    //Double delay for looping effects
+                    if (particleSystem.main.loop)
+                    {
+                        yield return new WaitForSeconds(respawnDelay);
+                    }
+
+                    NextEffect();
+                }
+            }
+        }
+    }
+}
+

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Assets/Epic Toon FX/Demo/Scripts/ETFXEffectControllerPooled.cs.meta

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+ 63 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXEffectCycler.cs

@@ -0,0 +1,63 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EpicToonFX
+{
+	public class ETFXEffectCycler : MonoBehaviour
+	{
+		public List<GameObject> listOfEffects;
+		int effectIndex = 0;
+	
+		[Header("Spawn Settings")]
+		
+		[SerializeField]
+		
+		[Space(10)]
+		public float loopLength = 1.0f;
+		public float startDelay = 1.0f;
+		public bool disableLights = true;
+		public bool disableSound = true;
+
+		void Start ()
+		{	
+			Invoke("PlayEffect", startDelay);
+		}
+
+		public void PlayEffect()
+		{
+			StartCoroutine("EffectLoop");
+			
+			if (effectIndex < listOfEffects.Count - 1)
+			{
+                effectIndex++;
+			}
+				
+            else
+			{
+                effectIndex = 0;
+			}
+		}
+
+		private IEnumerator EffectLoop()
+		{
+            GameObject instantiatedEffect = (GameObject) Instantiate(listOfEffects[effectIndex], transform.position, transform.rotation * Quaternion.Euler (0, 0, 0));
+			
+			if (disableLights && instantiatedEffect.GetComponent<Light>())
+			{
+				instantiatedEffect.GetComponent<Light>().enabled = false;
+			}
+
+			if (disableSound && instantiatedEffect.GetComponent<AudioSource>())
+			{
+				instantiatedEffect.GetComponent<AudioSource>().enabled = false;
+			}
+			
+			yield return new WaitForSeconds(loopLength);
+			
+			Destroy(instantiatedEffect);
+			PlayEffect();
+		}
+	}
+}

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+ 86 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXFireProjectile.cs

@@ -0,0 +1,86 @@
+using UnityEngine;
+using UnityEngine.EventSystems;
+using System.Collections;
+
+namespace EpicToonFX
+{
+    public class ETFXFireProjectile : MonoBehaviour
+    {
+        [SerializeField]
+        public GameObject[] projectiles;
+        [Header("Missile spawns at attached game object")]
+        public Transform spawnPosition;
+        [HideInInspector]
+        public int currentProjectile = 0;
+        public float speed = 500;
+
+        //    MyGUI _GUI;
+        ETFXButtonScript selectedProjectileButton;
+
+        void Start()
+        {
+            selectedProjectileButton = GameObject.Find("Button").GetComponent<ETFXButtonScript>();
+        }
+
+        RaycastHit hit;
+
+        void Update()
+        {
+            if (Input.GetKeyDown(KeyCode.RightArrow))
+            {
+                nextEffect();
+            }
+
+            if (Input.GetKeyDown(KeyCode.D))
+            {
+                nextEffect();
+            }
+
+            if (Input.GetKeyDown(KeyCode.A))
+            {
+                previousEffect();
+            }
+            else if (Input.GetKeyDown(KeyCode.LeftArrow))
+            {
+                previousEffect();
+            }
+
+            if (Input.GetKeyDown(KeyCode.Mouse0)) //On left mouse down-click
+            {
+                if (!EventSystem.current.IsPointerOverGameObject()) //Checks if the mouse is not over a UI part
+                {
+                    if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100f)) //Finds the point where you click with the mouse
+                    {
+                        GameObject projectile = Instantiate(projectiles[currentProjectile], spawnPosition.position, Quaternion.identity) as GameObject; //Spawns the selected projectile
+                        projectile.transform.LookAt(hit.point); //Sets the projectiles rotation to look at the point clicked
+                        projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * speed); //Set the speed of the projectile by applying force to the rigidbody
+                    }
+                }
+            }
+            Debug.DrawRay(Camera.main.ScreenPointToRay(Input.mousePosition).origin, Camera.main.ScreenPointToRay(Input.mousePosition).direction * 100, Color.yellow);
+        }
+
+        public void nextEffect() //Changes the selected projectile to the next. Used by UI
+        {
+            if (currentProjectile < projectiles.Length - 1)
+                currentProjectile++;
+            else
+                currentProjectile = 0;
+			selectedProjectileButton.getProjectileNames();
+        }
+
+        public void previousEffect() //Changes selected projectile to the previous. Used by UI
+        {
+            if (currentProjectile > 0)
+                currentProjectile--;
+            else
+                currentProjectile = projectiles.Length - 1;
+			selectedProjectileButton.getProjectileNames();
+        }
+
+        public void AdjustSpeed(float newSpeed) //Used by UI to set projectile speed
+        {
+            speed = newSpeed;
+        }
+    }
+}

+ 12 - 0
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+ 46 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXLoopScript.cs

@@ -0,0 +1,46 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+	public class ETFXLoopScript : MonoBehaviour
+	{
+		public GameObject chosenEffect;
+		public float loopTimeLimit = 2.0f;
+	
+		[Header("Spawn without")]
+	
+		public bool disableLights = true;
+		public bool disableSound = true;
+
+		void Start ()
+		{	
+			PlayEffect();
+		}
+
+		public void PlayEffect()
+		{
+			StartCoroutine("EffectLoop");
+		}
+
+		IEnumerator EffectLoop()
+		{
+			GameObject effectPlayer = (GameObject) Instantiate(chosenEffect, transform.position, transform.rotation);
+		
+			if (disableLights && effectPlayer.GetComponent<Light>())
+			{
+				effectPlayer.GetComponent<Light>().enabled = false;
+			}
+
+			if (disableSound && effectPlayer.GetComponent<AudioSource>())
+			{
+				effectPlayer.GetComponent<AudioSource>().enabled = false;
+			}
+			
+			yield return new WaitForSeconds(loopTimeLimit);
+
+			Destroy (effectPlayer);
+			PlayEffect();
+		}
+	}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXLoopScript.cs.meta

@@ -0,0 +1,12 @@
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+timeCreated: 1494265210
+licenseType: Store
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+ 138 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXMouseOrbit.cs

@@ -0,0 +1,138 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+
+    public class ETFXMouseOrbit : MonoBehaviour
+    {
+        public Transform target;
+        public float distance = 12.0f;
+        public float xSpeed = 120.0f;
+        public float ySpeed = 120.0f;
+        public float yMinLimit = -20f;
+        public float yMaxLimit = 80f;
+        public float distanceMin = 8f;
+        public float distanceMax = 15f;
+        public float smoothTime = 2f;
+        private float rotationYAxis = 0.0f;
+        private float rotationXAxis = 0.0f;
+        private float velocityX = 0.0f;
+        private float maxVelocityX = 0.1f;
+        private float velocityY = 0.0f;
+        private readonly float autoRotationSmoothing = 0.02f;
+
+        [HideInInspector] public bool isAutoRotating = false;
+        [HideInInspector] public ETFXEffectController etfxEffectController;
+        [HideInInspector] public ETFXEffectControllerPooled etfxEffectControllerPooled;
+
+        private void Start()
+        {
+            Vector3 angles = transform.eulerAngles;
+            rotationYAxis = angles.y;
+            rotationXAxis = angles.x;
+
+            // Make the rigid body not change rotation
+            if (GetComponent<Rigidbody>())
+            {
+                GetComponent<Rigidbody>().freezeRotation = true;
+            }
+        }
+
+        private void Update()
+        {
+            if(target)
+            {
+                if (Input.GetMouseButton(1))
+                {
+                    velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
+                    velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
+
+                    if (isAutoRotating)
+                    {
+                        StopAutoRotation();
+                    }
+                }
+
+                distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 15, distanceMin, distanceMax);
+            }
+        }
+
+		private void FixedUpdate()
+        {
+            if (target)
+            {
+                rotationYAxis += velocityX;
+                rotationXAxis -= velocityY;
+                rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
+                Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
+                Quaternion rotation = toRotation;
+                
+                if (Physics.Linecast(target.position, transform.position, out RaycastHit hit))
+                {
+                   distance -= hit.distance;
+                }
+
+                Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
+                Vector3 position = Vector3.Lerp(transform.position, rotation * negDistance + target.position, 0.6f);
+
+                transform.rotation = rotation;
+                transform.position = position;
+                velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
+                velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
+            }
+        }
+
+        public static float ClampAngle(float angle, float min, float max)
+        {
+            if (angle < -360F)
+                angle += 360F;
+            if (angle > 360F)
+                angle -= 360F;
+            return Mathf.Clamp(angle, min, max);
+        }
+
+        public void InitializeAutoRotation()
+        {
+            isAutoRotating = true;
+
+            StartCoroutine(AutoRotate());
+        }
+
+        public void SetAutoRotationSpeed(float rotationSpeed)
+        {
+            maxVelocityX = rotationSpeed;
+        }
+
+        private void StopAutoRotation()
+        {
+            if (etfxEffectController != null)
+                etfxEffectController.autoRotation = false;
+
+            if (etfxEffectControllerPooled != null)
+                etfxEffectControllerPooled.autoRotation = false;
+
+            isAutoRotating = false;
+            StopAllCoroutines();
+        }
+
+        IEnumerator AutoRotate()
+        {
+            int lerpSteps = 0;
+
+            while (lerpSteps < 30)
+            {
+                velocityX = Mathf.Lerp(velocityX, maxVelocityX, autoRotationSmoothing);
+
+                yield return new WaitForFixedUpdate();
+            }
+
+            while (isAutoRotating)
+            {
+                velocityX = maxVelocityX;
+
+                yield return new WaitForFixedUpdate();
+            }
+        }
+    }
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXMouseOrbit.cs.meta

@@ -0,0 +1,12 @@
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+timeCreated: 1494196995
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+  executionOrder: 0
+  icon: {instanceID: 0}
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+ 74 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXProjectileScript.cs

@@ -0,0 +1,74 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+    public class ETFXProjectileScript : MonoBehaviour
+    {
+        public GameObject impactParticle; // Effect spawned when projectile hits a collider
+        public GameObject projectileParticle; // Effect attached to the gameobject as child
+        public GameObject muzzleParticle; // Effect instantly spawned when gameobject is spawned
+        [Header("Adjust if not using Sphere Collider")]
+        public float colliderRadius = 1f;
+        [Range(0f, 1f)] // This is an offset that moves the impact effect slightly away from the point of impact to reduce clipping of the impact effect
+        public float collideOffset = 0.15f;
+
+        void Start()
+        {
+            projectileParticle = Instantiate(projectileParticle, transform.position, transform.rotation) as GameObject;
+            projectileParticle.transform.parent = transform;
+            if (muzzleParticle)
+            {
+                muzzleParticle = Instantiate(muzzleParticle, transform.position, transform.rotation) as GameObject;
+                Destroy(muzzleParticle, 1.5f); // 2nd parameter is lifetime of effect in seconds
+            }
+        }
+		
+        void FixedUpdate()
+        {	
+			if (GetComponent<Rigidbody>().velocity.magnitude != 0)
+			{
+			    transform.rotation = Quaternion.LookRotation(GetComponent<Rigidbody>().velocity); // Sets rotation to look at direction of movement
+			}
+			
+            RaycastHit hit;
+			
+            float radius; // Sets the radius of the collision detection
+            if (transform.GetComponent<SphereCollider>())
+                radius = transform.GetComponent<SphereCollider>().radius;
+            else
+                radius = colliderRadius;
+
+            Vector3 direction = transform.GetComponent<Rigidbody>().velocity; // Gets the direction of the projectile, used for collision detection
+            if (transform.GetComponent<Rigidbody>().useGravity)
+                direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled
+            direction = direction.normalized;
+
+            float detectionDistance = transform.GetComponent<Rigidbody>().velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
+
+            if (Physics.SphereCast(transform.position, radius, direction, out hit, detectionDistance)) // Checks if collision will happen
+            {
+                transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
+
+                GameObject impactP = Instantiate(impactParticle, transform.position, Quaternion.FromToRotation(Vector3.up, hit.normal)) as GameObject; // Spawns impact effect
+
+                ParticleSystem[] trails = GetComponentsInChildren<ParticleSystem>(); // Gets a list of particle systems, as we need to detach the trails
+                //Component at [0] is that of the parent i.e. this object (if there is any)
+                for (int i = 1; i < trails.Length; i++) // Loop to cycle through found particle systems
+                {
+                    ParticleSystem trail = trails[i];
+
+                    if (trail.gameObject.name.Contains("Trail"))
+                    {
+                        trail.transform.SetParent(null); // Detaches the trail from the projectile
+                        Destroy(trail.gameObject, 2f); // Removes the trail after seconds
+                    }
+                }
+
+                Destroy(projectileParticle, 3f); // Removes particle effect after delay
+                Destroy(impactP, 3.5f); // Removes impact effect after delay
+                Destroy(gameObject); // Removes the projectile
+            }
+        }
+    }
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXProjectileScript.cs.meta

@@ -0,0 +1,12 @@
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+ 165 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXSceneManager.cs

@@ -0,0 +1,165 @@
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.UI;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace EpicToonFX
+{
+
+public class ETFXSceneManager : MonoBehaviour
+{
+	public bool GUIHide = false;
+	public bool GUIHide2 = false;
+	public bool GUIHide3 = false;	
+	public bool GUIHide4 = false;
+	
+    public void LoadScene2DDemo()  {
+		SceneManager.LoadScene ("etfx_2ddemo");
+	}
+	public void LoadSceneCards()  {
+		SceneManager.LoadScene ("etfx_cards");
+	}
+    public void LoadSceneCombat()  {
+		SceneManager.LoadScene ("etfx_combat");
+	}
+	public void LoadSceneDecals()  {
+		SceneManager.LoadScene ("etfx_decals");
+	}
+	public void LoadSceneDecals2()  {
+		SceneManager.LoadScene ("etfx_decals2");
+	}
+	public void LoadSceneEmojis()  {
+		SceneManager.LoadScene ("etfx_emojis");
+	}
+	public void LoadSceneEmojis2()  {
+		SceneManager.LoadScene ("etfx_emojis2");
+	}
+	public void LoadSceneExplosions()  {
+		SceneManager.LoadScene ("etfx_explosions");
+	}
+	public void LoadSceneExplosions2()  {
+		SceneManager.LoadScene ("etfx_explosions2");
+	}
+	public void LoadSceneFire()  {
+		SceneManager.LoadScene ("etfx_fire");
+	}
+	public void LoadSceneOnomatopoeia()  {
+		SceneManager.LoadScene ("etfx_onomatopoeia");
+	}
+	public void LoadSceneFireworks()  {
+		SceneManager.LoadScene ("etfx_fireworks");
+	}
+	public void LoadSceneFlares()  {
+		SceneManager.LoadScene ("etfx_flares");
+	}
+	public void LoadSceneMagic()  {
+		SceneManager.LoadScene ("etfx_magic");
+	}
+	public void LoadSceneMagic2()  {
+		SceneManager.LoadScene ("etfx_magic2");
+	}
+	public void LoadSceneMagic3()  {
+		SceneManager.LoadScene ("etfx_magic3");
+	}
+	public void LoadSceneMainDemo()  {
+		SceneManager.LoadScene ("etfx_maindemo");
+	}
+	public void LoadSceneMissiles()  {
+		SceneManager.LoadScene ("etfx_missiles");
+	}
+	public void LoadScenePortals()  {
+		SceneManager.LoadScene ("etfx_portals");
+	}
+	public void LoadScenePortals2()  {
+		SceneManager.LoadScene ("etfx_portals2");
+	}
+	public void LoadScenePowerups()  {
+		SceneManager.LoadScene ("etfx_powerups");
+	}
+	public void LoadScenePowerups2()  {
+		SceneManager.LoadScene ("etfx_powerups2");
+	}
+	public void LoadScenePowerups3()  {
+		SceneManager.LoadScene ("etfx_powerups3");
+	}
+	public void LoadSceneSparkles()  {
+		SceneManager.LoadScene ("etfx_sparkles");
+	}
+	public void LoadSceneSwordCombat()  {
+		SceneManager.LoadScene ("etfx_swordcombat");
+	}
+	public void LoadSceneSwordCombat2()  {
+		SceneManager.LoadScene ("etfx_swordcombat2");
+	}
+	public void LoadSceneMoney()  {
+		SceneManager.LoadScene ("etfx_money");
+	}
+	public void LoadSceneHealing()  {
+		SceneManager.LoadScene ("etfx_healing");
+	}
+	public void LoadSceneWind()  {
+		SceneManager.LoadScene ("etfx_wind");
+	}
+	public void LoadSceneWater()  {
+		SceneManager.LoadScene ("etfx_water");
+	}
+	
+	void Update ()
+	 {
+ 
+     if(Input.GetKeyDown(KeyCode.L))
+	 {
+         GUIHide = !GUIHide;
+     
+         if (GUIHide)
+		 {
+             GameObject.Find("CanvasSceneSelect").GetComponent<Canvas> ().enabled = false;
+         }
+		 else
+		 {
+             GameObject.Find("CanvasSceneSelect").GetComponent<Canvas> ().enabled = true;
+         }
+     }
+	      if(Input.GetKeyDown(KeyCode.J))
+	 {
+         GUIHide2 = !GUIHide2;
+     
+         if (GUIHide2)
+		 {
+             GameObject.Find("Canvas").GetComponent<Canvas> ().enabled = false;
+         }
+		 else
+		 {
+             GameObject.Find("Canvas").GetComponent<Canvas> ().enabled = true;
+         }
+     }
+		if(Input.GetKeyDown(KeyCode.H))
+	 {
+         GUIHide3 = !GUIHide3;
+     
+         if (GUIHide3)
+		 {
+             GameObject.Find("ParticleSysDisplayCanvas").GetComponent<Canvas> ().enabled = false;
+         }
+		 else
+		 {
+             GameObject.Find("ParticleSysDisplayCanvas").GetComponent<Canvas> ().enabled = true;
+         }
+     }
+	 	if(Input.GetKeyDown(KeyCode.K))
+	 {
+         GUIHide4 = !GUIHide4;
+     
+         if (GUIHide3)
+		 {
+             GameObject.Find("CanvasTips").GetComponent<Canvas> ().enabled = false;
+         }
+		 else
+		 {
+             GameObject.Find("CanvasTips").GetComponent<Canvas> ().enabled = true;
+         }
+     }
+	}	
+}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXSceneManager.cs.meta

@@ -0,0 +1,12 @@
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+guid: 08babb817a4cfd443ac41b418ffd8387
+timeCreated: 1494197047
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+ 52 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXTarget.cs

@@ -0,0 +1,52 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+
+public class ETFXTarget : MonoBehaviour
+{
+    [Header("Effect shown on target hit")]
+	public GameObject hitParticle;
+    [Header("Effect shown on target respawn")]
+	public GameObject respawnParticle;
+	private Renderer targetRenderer;
+	private Collider targetCollider;
+
+    void Start()
+    {
+		targetRenderer = GetComponent<Renderer>();
+		targetCollider = GetComponent<Collider>();
+    }
+
+    void SpawnTarget()
+    {
+        targetRenderer.enabled = true; //Shows the target
+		targetCollider.enabled = true; //Enables the collider
+		GameObject respawnEffect = Instantiate(respawnParticle, transform.position, transform.rotation) as GameObject; //Spawns attached respawn effect
+		Destroy(respawnEffect, 3.5f); //Removes attached respawn effect after x seconds
+    }
+
+    void OnTriggerEnter(Collider col)
+    {
+        if (col.tag == "Missile") // If collider is tagged as missile
+        {
+            if (hitParticle)
+            {
+				//Debug.Log("Target hit!");
+				GameObject destructibleEffect = Instantiate(hitParticle, transform.position, transform.rotation) as GameObject; // Spawns attached hit effect
+				Destroy(destructibleEffect, 2f); // Removes hit effect after x seconds
+				targetRenderer.enabled = false; // Hides the target
+				targetCollider.enabled = false; // Disables target collider
+				StartCoroutine(Respawn()); // Sets timer for respawning the target
+            }
+        }
+    }
+	
+	IEnumerator Respawn()
+    {
+        yield return new WaitForSeconds(3);
+		SpawnTarget();
+    }
+}
+}

+ 11 - 0
Assets/Epic Toon FX/Demo/Scripts/ETFXTarget.cs.meta

@@ -0,0 +1,11 @@
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+ 8 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library.meta

@@ -0,0 +1,8 @@
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+ 43 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/PEButtonScript.cs

@@ -0,0 +1,43 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
+
+namespace ETFXPEL
+{
+
+public enum ButtonTypes {
+	NotDefined,
+	Previous,
+	Next
+}
+
+public class PEButtonScript : MonoBehaviour, IEventSystemHandler, IPointerEnterHandler, IPointerExitHandler {
+	#pragma warning disable 414
+	private Button myButton;
+	#pragma warning disable 414
+	public ButtonTypes ButtonType = ButtonTypes.NotDefined;
+
+	// Use this for initialization
+	void Start () {
+		myButton = gameObject.GetComponent<Button> ();
+	}
+
+	public void OnPointerEnter(PointerEventData eventData) {
+		// Used for Tooltip
+		UICanvasManager.GlobalAccess.MouseOverButton = true;
+		UICanvasManager.GlobalAccess.UpdateToolTip (ButtonType);
+	}
+
+	public void OnPointerExit(PointerEventData eventData) {
+		// Used for Tooltip
+		UICanvasManager.GlobalAccess.MouseOverButton = false;
+		UICanvasManager.GlobalAccess.ClearToolTip ();
+	}
+
+	public void OnButtonClicked () {
+		// Button Click Actions
+		UICanvasManager.GlobalAccess.UIButtonClick(ButtonType);
+	}
+}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/PEButtonScript.cs.meta

@@ -0,0 +1,12 @@
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+timeCreated: 1454422495
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+ 120 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/ParticleEffectsLibrary.cs

@@ -0,0 +1,120 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace ETFXPEL
+{
+
+public class ParticleEffectsLibrary : MonoBehaviour {
+	public static ParticleEffectsLibrary GlobalAccess;
+	void Awake () {
+		GlobalAccess = this;
+
+		currentActivePEList = new List<Transform> ();
+
+		TotalEffects = ParticleEffectPrefabs.Length;
+
+		CurrentParticleEffectNum = 1;
+
+		// Warn About Lengths of Arrays not matching
+		if (ParticleEffectSpawnOffsets.Length != TotalEffects) {
+			Debug.LogError ("ParticleEffectsLibrary-ParticleEffectSpawnOffset: Not all arrays match length, double check counts.");
+		}
+		if (ParticleEffectPrefabs.Length != TotalEffects) {
+			Debug.LogError ("ParticleEffectsLibrary-ParticleEffectPrefabs: Not all arrays match length, double check counts.");
+		}
+
+		// Setup Starting PE Name String
+		effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
+	}
+
+	// Stores total number of effects in arrays - NOTE: All Arrays must match length.
+	public int TotalEffects = 0;
+	public int CurrentParticleEffectIndex = 0;
+	public int CurrentParticleEffectNum = 0;
+//	public string[] ParticleEffectDisplayNames;
+	public Vector3[] ParticleEffectSpawnOffsets;
+	// How long until Particle Effect is Destroyed - 0 = never
+	public float[] ParticleEffectLifetimes;
+	public GameObject[] ParticleEffectPrefabs;
+
+	// Storing for deleting if looping particle effect
+	#pragma warning disable 414
+	private string effectNameString = "";
+	#pragma warning disable 414
+	private List<Transform> currentActivePEList;
+
+	void Start () {
+	}
+
+	public string GetCurrentPENameString() {
+		return ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
+	}
+
+	public void PreviousParticleEffect() {
+		// Destroy Looping Particle Effects
+		if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
+			if (currentActivePEList.Count > 0) {
+				for (int i = 0; i < currentActivePEList.Count; i++) {
+					if (currentActivePEList [i] != null) {
+						Destroy (currentActivePEList [i].gameObject);
+					}
+				}
+				currentActivePEList.Clear ();
+			}
+		}
+
+		// Select Previous Particle Effect
+		if (CurrentParticleEffectIndex > 0) {
+			CurrentParticleEffectIndex -= 1;
+		} else {
+			CurrentParticleEffectIndex = TotalEffects - 1;
+		}
+		CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
+
+		// Update PE Name String
+		effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
+	}
+	public void NextParticleEffect() {
+		// Destroy Looping Particle Effects
+		if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
+			if (currentActivePEList.Count > 0) {
+				for (int i = 0; i < currentActivePEList.Count; i++) {
+					if (currentActivePEList [i] != null) {
+						Destroy (currentActivePEList [i].gameObject);
+					}
+				}
+				currentActivePEList.Clear ();
+			}
+		}
+
+		// Select Next Particle Effect
+		if (CurrentParticleEffectIndex < TotalEffects - 1) {
+			CurrentParticleEffectIndex += 1;
+		} else {
+			CurrentParticleEffectIndex = 0;
+		}
+		CurrentParticleEffectNum = CurrentParticleEffectIndex + 1;
+
+		// Update PE Name String
+		effectNameString = ParticleEffectPrefabs [CurrentParticleEffectIndex].name + " (" + CurrentParticleEffectNum.ToString() + " of " + TotalEffects.ToString() + ")";
+	}
+
+	private Vector3 spawnPosition = Vector3.zero;
+	public void SpawnParticleEffect(Vector3 positionInWorldToSpawn) {
+		// Spawn Currently Selected Particle Effect
+		spawnPosition = positionInWorldToSpawn + ParticleEffectSpawnOffsets[CurrentParticleEffectIndex];
+		GameObject newParticleEffect = GameObject.Instantiate(ParticleEffectPrefabs[CurrentParticleEffectIndex], spawnPosition, ParticleEffectPrefabs[CurrentParticleEffectIndex].transform.rotation) as GameObject;
+		newParticleEffect.name = "PE_" + ParticleEffectPrefabs[CurrentParticleEffectIndex];
+		// Store Looping Particle Effects Systems
+		if (ParticleEffectLifetimes [CurrentParticleEffectIndex] == 0) {
+			currentActivePEList.Add (newParticleEffect.transform);
+		}
+		currentActivePEList.Add(newParticleEffect.transform);
+		// Destroy Particle Effect After Lifetime expired
+		if (ParticleEffectLifetimes [CurrentParticleEffectIndex] != 0) {
+			Destroy(newParticleEffect, ParticleEffectLifetimes[CurrentParticleEffectIndex]);
+		}
+	}
+}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/ParticleEffectsLibrary.cs.meta

@@ -0,0 +1,12 @@
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+guid: 1a383f6b4f1b4ec4a9288e14968803f9
+timeCreated: 1454421017
+licenseType: Store
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+ 102 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/UICanvasManager.cs

@@ -0,0 +1,102 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+
+namespace ETFXPEL
+{
+
+public class UICanvasManager : MonoBehaviour {
+	public static UICanvasManager GlobalAccess;
+	void Awake () {
+		GlobalAccess = this;
+	}
+
+	public bool MouseOverButton = false;
+	public Text PENameText;
+	public Text ToolTipText;
+
+	// Use this for initialization
+	void Start () {
+		if (PENameText != null)
+			PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
+	}
+	
+	// Update is called once per frame
+	void Update () {
+	
+		// Mouse Click - Check if mouse over button to prevent spawning particle effects while hovering or using UI buttons.
+		if (!MouseOverButton) {
+			// Left Button Click
+			if (Input.GetMouseButtonUp (0)) {
+				// Spawn Currently Selected Particle System
+				SpawnCurrentParticleEffect();
+			}
+		}
+
+		if (Input.GetKeyUp (KeyCode.A)) {
+			SelectPreviousPE ();
+		}
+		if (Input.GetKeyUp (KeyCode.D)) {
+			SelectNextPE ();
+		}
+	}
+
+	public void UpdateToolTip(ButtonTypes toolTipType) {
+		if (ToolTipText != null) {
+			if (toolTipType == ButtonTypes.Previous) {
+				ToolTipText.text = "Select Previous Particle Effect";
+			}
+			else if (toolTipType == ButtonTypes.Next) {
+				ToolTipText.text = "Select Next Particle Effect";
+			}
+		}
+	}
+	public void ClearToolTip() {
+		if (ToolTipText != null) {
+			ToolTipText.text = "";
+		}
+	}
+
+	private void SelectPreviousPE() {
+		// Previous
+		ParticleEffectsLibrary.GlobalAccess.PreviousParticleEffect();
+		if (PENameText != null)
+			PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
+	}
+	private void SelectNextPE() {
+		// Next
+		ParticleEffectsLibrary.GlobalAccess.NextParticleEffect();
+		if (PENameText != null)
+			PENameText.text = ParticleEffectsLibrary.GlobalAccess.GetCurrentPENameString();
+	}
+
+	private RaycastHit rayHit;
+	private void SpawnCurrentParticleEffect() {
+		// Spawn Particle Effect
+		Ray mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
+		if (Physics.Raycast (mouseRay, out rayHit)) {
+			ParticleEffectsLibrary.GlobalAccess.SpawnParticleEffect (rayHit.point);
+		}
+	}
+
+	/// <summary>
+	/// User interfaces the button click.
+	/// </summary>
+	/// <param name="buttonTypeClicked">Button type clicked.</param>
+	public void UIButtonClick(ButtonTypes buttonTypeClicked) {
+		switch (buttonTypeClicked) {
+		case ButtonTypes.Previous:
+			// Select Previous Prefab
+			SelectPreviousPE();
+			break;
+		case ButtonTypes.Next:
+			// Select Next Prefab
+			SelectNextPE();
+			break;
+		default:
+			// Nothing
+			break;
+		}
+	}
+}
+}

+ 12 - 0
Assets/Epic Toon FX/Demo/Scripts/VFX Library/UICanvasManager.cs.meta

@@ -0,0 +1,12 @@
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+ 8 - 0
Assets/Epic Toon FX/Scripts.meta

@@ -0,0 +1,8 @@
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+ 39 - 0
Assets/Epic Toon FX/Scripts/ETFXLightFade.cs

@@ -0,0 +1,39 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+    public class ETFXLightFade : MonoBehaviour
+    {
+        [Header("Seconds to dim the light")]
+        public float life = 0.2f;
+        public bool killAfterLife = true;
+
+        private Light li;
+        private float initIntensity;
+
+        // Use this for initialization
+        void Start()
+        {
+            if (gameObject.GetComponent<Light>())
+            {
+                li = gameObject.GetComponent<Light>();
+                initIntensity = li.intensity;
+            }
+            else
+                print("No light object found on " + gameObject.name);
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+            if (gameObject.GetComponent<Light>())
+            {
+                li.intensity -= initIntensity * (Time.deltaTime / life);
+                if (killAfterLife && li.intensity <= 0)
+                    //Destroy(gameObject);
+					Destroy(gameObject.GetComponent<Light>());
+            }
+        }
+    }
+}

+ 12 - 0
Assets/Epic Toon FX/Scripts/ETFXLightFade.cs.meta

@@ -0,0 +1,12 @@
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+ 17 - 0
Assets/Epic Toon FX/Scripts/ETFXPitchRandomizer.cs

@@ -0,0 +1,17 @@
+using UnityEngine;
+using System.Collections;
+
+namespace EpicToonFX
+{
+
+	public class ETFXPitchRandomizer : MonoBehaviour
+	{
+	
+		public float randomPercent = 10;
+	
+		void Start ()
+		{
+        transform.GetComponent<AudioSource>().pitch *= 1 + Random.Range(-randomPercent / 100, randomPercent / 100);
+		}
+	}
+}

+ 12 - 0
Assets/Epic Toon FX/Scripts/ETFXPitchRandomizer.cs.meta

@@ -0,0 +1,12 @@
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+guid: 628ef9b0c7e4fd24db54868035e11237
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+ 30 - 0
Assets/Epic Toon FX/Scripts/ETFXRotation.cs

@@ -0,0 +1,30 @@
+using UnityEngine;
+using System.Collections;
+ 
+namespace EpicToonFX
+{
+    public class ETFXRotation : MonoBehaviour
+    {
+ 
+        [Header("Rotate axises by degrees per second")]
+        public Vector3 rotateVector = Vector3.zero;
+ 
+        public enum spaceEnum { Local, World };
+        public spaceEnum rotateSpace;
+ 
+        // Use this for initialization
+        void Start()
+        {
+ 
+        }
+ 
+        // Update is called once per frame
+        void Update()
+        {
+            if (rotateSpace == spaceEnum.Local)
+                transform.Rotate(rotateVector * Time.deltaTime);
+            if (rotateSpace == spaceEnum.World)
+                transform.Rotate(rotateVector * Time.deltaTime, Space.World);
+        }
+    }
+}

+ 12 - 0
Assets/Epic Toon FX/Scripts/ETFXRotation.cs.meta

@@ -0,0 +1,12 @@
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Assets/FlatKit.meta

@@ -0,0 +1,8 @@
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Assets/FlatKit/Demos.meta

@@ -0,0 +1,8 @@
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+ 8 - 0
Assets/FlatKit/Demos/Common.meta

@@ -0,0 +1,8 @@
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+ 8 - 0
Assets/FlatKit/Demos/Common/Scripts.meta

@@ -0,0 +1,8 @@
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+ 59 - 0
Assets/FlatKit/Demos/Common/Scripts/AutoLoadPipelineAsset.cs

@@ -0,0 +1,59 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace FlatKit {
+[ExecuteAlways]
+public class AutoLoadPipelineAsset : MonoBehaviour {
+    [SerializeField]
+    private RenderPipelineAsset pipelineAsset;
+    private RenderPipelineAsset _previousPipelineAsset;
+    private bool _overrodeQualitySettings;
+
+    private void OnEnable() {
+        UpdatePipeline();
+    }
+
+    private void OnDisable() {
+        ResetPipeline();
+    }
+
+    private void OnValidate() {
+        UpdatePipeline();
+    }
+
+    private void UpdatePipeline() {
+        if (pipelineAsset) {
+            if (QualitySettings.renderPipeline != null && QualitySettings.renderPipeline != pipelineAsset) {
+                _previousPipelineAsset = QualitySettings.renderPipeline;
+                QualitySettings.renderPipeline = pipelineAsset;
+                _overrodeQualitySettings = true;
+            } else {
+#if UNITY_6000_0_OR_NEWER
+                var currentPipeline = GraphicsSettings.defaultRenderPipeline;
+#else
+                var currentPipeline = GraphicsSettings.renderPipelineAsset;
+#endif
+                if (currentPipeline != pipelineAsset) {
+                    _previousPipelineAsset = currentPipeline;
+                    GraphicsSettings.defaultRenderPipeline = pipelineAsset;
+                    _overrodeQualitySettings = false;
+                }
+            }
+        }
+    }
+
+    private void ResetPipeline() {
+        if (_previousPipelineAsset) {
+            if (_overrodeQualitySettings) {
+                QualitySettings.renderPipeline = _previousPipelineAsset;
+            } else {
+#if UNITY_6000_0_OR_NEWER
+                GraphicsSettings.defaultRenderPipeline = _previousPipelineAsset;
+#else
+                GraphicsSettings.renderPipelineAsset = _previousPipelineAsset;
+#endif
+            }
+        }
+    }
+}
+}

+ 11 - 0
Assets/FlatKit/Demos/Common/Scripts/AutoLoadPipelineAsset.cs.meta

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Assets/FlatKit/Demos/Common/Scripts/Motion.meta

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Assets/FlatKit/Demos/Common/Scripts/Motion/Editor.meta

@@ -0,0 +1,9 @@
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+ 83 - 0
Assets/FlatKit/Demos/Common/Scripts/Motion/Editor/LinearMotionEditor.cs

@@ -0,0 +1,83 @@
+using UnityEngine;
+using UnityEditor;
+
+namespace Dustyroom {
+    [CanEditMultipleObjects]
+    [CustomEditor(typeof(LinearMotion))]
+    public class LinearMotionEditor : UnityEditor.Editor {
+        private SerializedProperty _translationMode;
+        private SerializedProperty _translationVector;
+        private SerializedProperty _translationSpeed;
+        private SerializedProperty _translationAcceleration;
+
+        private SerializedProperty _rotationMode;
+        private SerializedProperty _rotationAxis;
+        private SerializedProperty _rotationSpeed;
+        private SerializedProperty _rotationAcceleration;
+
+        private SerializedProperty _useLocalCoordinate;
+
+        private static readonly GUIContent TextRotation = new GUIContent("Rotation");
+        private static readonly GUIContent TextAcceleration = new GUIContent("Acceleration");
+        private static readonly GUIContent TextTranslation = new GUIContent("Translation");
+        private static readonly GUIContent TextSpeed = new GUIContent("Speed");
+        private static readonly GUIContent TextVector = new GUIContent("Vector");
+        private static readonly GUIContent TextLocalCoordinate = new GUIContent("Local Coordinate");
+
+        void OnEnable() {
+            _translationMode = serializedObject.FindProperty("translationMode");
+            _translationVector = serializedObject.FindProperty("translationVector");
+            _translationSpeed = serializedObject.FindProperty("translationSpeed");
+            _translationAcceleration = serializedObject.FindProperty("translationAcceleration");
+
+            _rotationMode = serializedObject.FindProperty("rotationMode");
+            _rotationAxis = serializedObject.FindProperty("rotationAxis");
+            _rotationSpeed = serializedObject.FindProperty("rotationSpeed");
+            _rotationAcceleration = serializedObject.FindProperty("rotationAcceleration");
+
+            _useLocalCoordinate = serializedObject.FindProperty("useLocalCoordinate");
+        }
+
+        public override void OnInspectorGUI() {
+            serializedObject.Update();
+
+            EditorGUILayout.PropertyField(_translationMode, TextTranslation);
+
+            EditorGUI.indentLevel++;
+
+            if (_translationMode.hasMultipleDifferentValues ||
+                _translationMode.enumValueIndex == (int) LinearMotion.TranslationMode.Vector) {
+                EditorGUILayout.PropertyField(_translationVector, TextVector);
+            }
+
+            if (_translationMode.hasMultipleDifferentValues ||
+                _translationMode.enumValueIndex != 0) {
+                EditorGUILayout.PropertyField(_translationSpeed, TextSpeed);
+                EditorGUILayout.PropertyField(_translationAcceleration, TextAcceleration);
+            }
+            
+            EditorGUI.indentLevel--;
+
+            EditorGUILayout.PropertyField(_rotationMode, TextRotation);
+
+            EditorGUI.indentLevel++;
+
+            if (_rotationMode.hasMultipleDifferentValues ||
+                _rotationMode.enumValueIndex == (int) LinearMotion.RotationMode.Vector) {
+                EditorGUILayout.PropertyField(_rotationAxis, TextVector);
+            }
+
+            if (_rotationMode.hasMultipleDifferentValues ||
+                _rotationMode.enumValueIndex != 0) {
+                EditorGUILayout.PropertyField(_rotationSpeed, TextSpeed);
+                EditorGUILayout.PropertyField(_rotationAcceleration, TextAcceleration);
+            }
+
+            EditorGUI.indentLevel--;
+
+            EditorGUILayout.PropertyField(_useLocalCoordinate, TextLocalCoordinate);
+
+            serializedObject.ApplyModifiedProperties();
+        }
+    }
+}

+ 12 - 0
Assets/FlatKit/Demos/Common/Scripts/Motion/Editor/LinearMotionEditor.cs.meta

@@ -0,0 +1,12 @@
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+ 96 - 0
Assets/FlatKit/Demos/Common/Scripts/Motion/LinearMotion.cs

@@ -0,0 +1,96 @@
+using System;
+using UnityEngine;
+using Random = UnityEngine.Random;
+
+namespace Dustyroom {
+    public class LinearMotion : MonoBehaviour {
+        public enum TranslationMode {
+            Off,
+            XAxis,
+            YAxis,
+            ZAxis,
+            Vector
+        }
+
+        public enum RotationMode {
+            Off,
+            XAxis,
+            YAxis,
+            ZAxis,
+            Vector
+        }
+
+        public TranslationMode translationMode = TranslationMode.Off;
+        public Vector3 translationVector = Vector3.forward;
+        public float translationSpeed = 1.0f;
+        public RotationMode rotationMode = RotationMode.Off;
+        public Vector3 rotationAxis = Vector3.up;
+        public float rotationSpeed = 50.0f;
+        public bool useLocalCoordinate = true;
+        public float translationAcceleration = 0f;
+        public float rotationAcceleration = 0f;
+
+        private Vector3 TranslationVector {
+            get {
+                switch (translationMode) {
+                    case TranslationMode.XAxis: return Vector3.right;
+                    case TranslationMode.YAxis: return Vector3.up;
+                    case TranslationMode.ZAxis: return Vector3.forward;
+                    case TranslationMode.Vector: return translationVector;
+                    case TranslationMode.Off:
+                        break;
+                    default:
+                        throw new ArgumentOutOfRangeException();
+                }
+
+                return Vector3.zero;
+            }
+        }
+
+        Vector3 RotationVector {
+            get {
+                switch (rotationMode) {
+                    case RotationMode.XAxis: return Vector3.right;
+                    case RotationMode.YAxis: return Vector3.up;
+                    case RotationMode.ZAxis: return Vector3.forward;
+                    case RotationMode.Vector: return rotationAxis;
+                    case RotationMode.Off:
+                        break;
+                    default:
+                        throw new ArgumentOutOfRangeException();
+                }
+
+                return Vector3.zero;
+            }
+        }
+
+        void Update() {
+            if (translationMode != TranslationMode.Off) {
+                Vector3 positionDelta = TranslationVector * translationSpeed * Time.deltaTime;
+
+                if (useLocalCoordinate) {
+                    transform.localPosition += positionDelta;
+                }
+                else {
+                    transform.position += positionDelta;
+                }
+            }
+
+            if (rotationMode == RotationMode.Off) return;
+
+            Quaternion rotationDelta = Quaternion.AngleAxis(
+                rotationSpeed * Time.deltaTime, RotationVector);
+            if (useLocalCoordinate) {
+                transform.localRotation = rotationDelta * transform.localRotation;
+            }
+            else {
+                transform.rotation = rotationDelta * transform.rotation;
+            }
+        }
+
+        private void FixedUpdate() {
+            translationSpeed += translationAcceleration;
+            rotationSpeed += rotationAcceleration;
+        }
+    }
+}

+ 12 - 0
Assets/FlatKit/Demos/Common/Scripts/Motion/LinearMotion.cs.meta

@@ -0,0 +1,12 @@
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+timeCreated: 1452494131
+licenseType: Pro
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+ 141 - 0
Assets/FlatKit/Demos/Common/Scripts/Motion/OrbitMotion.cs

@@ -0,0 +1,141 @@
+using UnityEngine;
+
+namespace Dustyroom {
+public class OrbitMotion : MonoBehaviour {
+    public enum TargetMode {
+        Transform,
+        Position
+    }
+
+    public TargetMode targetMode = TargetMode.Position;
+    public Transform targetTransform;
+    public bool followTargetTransform = true;
+    public Vector3 targetOffset = Vector3.zero;
+    public Vector3 targetPosition;
+
+    [Space] public float distanceHorizontal = 60.0f;
+    public float distanceVertical = 60.0f;
+    public float xSpeed = 120.0f;
+    public float ySpeed = 120.0f;
+    public float damping = 3f;
+
+    [Space] public bool clampAngle = false;
+    public float yMinLimit = -20f;
+    public float yMaxLimit = 80f;
+
+    [Space] public bool allowZoom = false;
+    public float distanceMin = .5f;
+    public float distanceMax = 15f;
+
+    float _x = 0.0f;
+    float _y = 0.0f;
+
+    [Space] public bool autoMovement = false;
+    public float autoSpeedX = 0.2f;
+    public float autoSpeedY = 0.1f;
+    public float autoSpeedDistance = -0.1f;
+
+    [Space] public bool interactive = true;
+
+    private float _lastMoveTime;
+    [HideInInspector] public float timeSinceLastMove;
+
+    void Start() {
+        Vector3 angles = transform.eulerAngles;
+        _x = angles.y;
+        _y = angles.x;
+
+        // Make the rigid body not change rotation
+        Rigidbody rigidbody = GetComponent<Rigidbody>();
+        if (rigidbody != null) {
+            rigidbody.freezeRotation = true;
+        }
+
+#if (UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR
+        xSpeed *= 0.2f;
+        ySpeed *= 0.2f;
+#endif
+
+        if (targetMode == TargetMode.Transform) {
+            if (targetTransform != null) {
+                targetPosition = targetTransform.position + targetOffset;
+            }
+            else {
+                Debug.LogWarning("Reference transform is not set.");
+            }
+        }
+    }
+
+    void Update() {
+        if (targetMode == TargetMode.Transform && followTargetTransform) {
+            if (targetTransform != null) {
+                targetPosition = targetTransform.position + targetOffset;
+            }
+            else {
+                Debug.LogWarning("Reference transform is not set.");
+            }
+        }
+
+        //*
+        bool isCameraMoving = false;
+#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)
+        isCameraMoving = Input.GetTouch(0).deltaPosition.sqrMagnitude > 0f;
+#else
+        isCameraMoving = Mathf.Abs(Input.GetAxis("Mouse X")) + Mathf.Abs(Input.GetAxis("Mouse Y")) > 0f;
+#endif
+        if (isCameraMoving) {
+            _lastMoveTime = Time.time;
+        }
+
+        timeSinceLastMove = Time.time - _lastMoveTime;
+        //*/
+
+        if (interactive && Input.GetMouseButton(0)) {
+#if ((UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR)
+        _x += Input.GetTouch(0).deltaPosition.x * xSpeed * 40f * 0.02f;
+        _y -= Input.GetTouch(0).deltaPosition.y * ySpeed * 40f * 0.02f;
+#else
+        _x += Input.GetAxis("Mouse X") * xSpeed * 40f * 0.02f;
+        _y -= Input.GetAxis("Mouse Y") * ySpeed * 40f * 0.02f;
+#endif
+        }
+        else if (autoMovement) {
+            _x += autoSpeedX * 40f * Time.deltaTime * 10f;
+            _y -= autoSpeedY * 40f * Time.deltaTime * 10f;
+            distanceHorizontal += autoSpeedDistance;
+        }
+
+        if (clampAngle) {
+            _y = ClampAngle(_y, yMinLimit, yMaxLimit);
+        }
+
+        Quaternion rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(_y, _x, 0),
+            Time.deltaTime * damping);
+
+        if (allowZoom) {
+            distanceHorizontal = Mathf.Clamp(
+                distanceHorizontal - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
+        }
+
+        float rotationX = rotation.eulerAngles.x;
+        if (rotationX > 90f) {
+            rotationX -= 360f;
+        }
+
+        float usedDistance = Mathf.Lerp(distanceHorizontal, distanceVertical, Mathf.Abs(rotationX / 90f));
+        Vector3 negDistance = new Vector3(0.0f, 0.0f, -usedDistance);
+        Vector3 position = rotation * negDistance + targetPosition;
+
+        transform.rotation = rotation;
+        transform.position = position;
+    }
+
+    private static float ClampAngle(float angle, float min, float max) {
+        if (angle < -360f)
+            angle += 360f;
+        if (angle > 360f)
+            angle -= 360f;
+        return Mathf.Clamp(angle, min, max);
+    }
+}
+}

+ 11 - 0
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+ 27 - 0
Assets/FlatKit/Demos/Common/Scripts/UvScroller.cs

@@ -0,0 +1,27 @@
+using UnityEngine;
+
+namespace FlatKit {
+    public class UvScroller : MonoBehaviour {
+        public Material targetMaterial;
+        public float speedX = 0f;
+        public float speedY = 0f;
+
+        private Vector2 offset;
+        private Vector2 initOffset;
+
+        void Start() {
+            offset = targetMaterial.mainTextureOffset;
+            initOffset = targetMaterial.mainTextureOffset;
+        }
+
+        void OnDisable() {
+            targetMaterial.mainTextureOffset = initOffset;
+        }
+
+        void Update() {
+            offset.x += speedX * Time.deltaTime;
+            offset.y += speedY * Time.deltaTime;
+            targetMaterial.mainTextureOffset = offset;
+        }
+    }
+}

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Неке датотеке нису приказане због велике количине промена