// Made with Amplify Shader Editor v1.9.1.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ASESampleShaders/SRP Universal/GlintSparkle"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[ASEBegin]_Albedo("Albedo", Color) = (0,0,0,0)
		_Normals("Normals", 2D) = "bump" {}
		[Header(Glint Effect)]_GlintColor("Color", Color) = (0,0,0,0)
		[KeywordEnum(X,Y,Z)] _Direction("Direction", Float) = 1
		[Toggle(_INVERTDIRECTION_ON)] _InvertDirection("Invert Direction", Float) = 1
		_SizeSpeedInterval("Size Speed Interval", Vector) = (1,1,1,0)
		_GlintFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		_TailHeadFalloff("Tail Head Falloff", Range( 0 , 1)) = 0.5
		_Brightness("Brightness", Float) = 1
		[Space(10)][Header(Sparkles)]_SparkleColor("Color", Color) = (0,0,0,0)
		[NoScaleOffset]_Noise("Noise", 2D) = "white" {}
		_Frequency("Frequency", Range( 0 , 100)) = 20
		_Threshold("Threshold", Range( 0 , 1)) = 0.5
		_Range("Range", Range( 0 , 1)) = 0
		_SparklesBrightness("Brightness", Float) = 2
		_SpakleSpeed("Spakle Speed", Range( 0 , 0.1)) = 0
		_ScreenContribution("Screen Contribution", Range( 0 , 1)) = 0.2
		_SparkleFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		[Header(Body Glow)]_BodyGlow("Color", Color) = (0,0,0,0)
		[ASEEnd]_MainGlowFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		[HideInInspector] _texcoord( "", 2D ) = "white" {}


		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

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

	SubShader
	{
		LOD 0

		

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

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

		

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

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

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

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

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

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

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

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

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

			return CalcTriEdgeTessFactors (f);
		}

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

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

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

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

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

			

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF

			
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
		

			

			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
			#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile_fragment _ _SHADOWS_SOFT
			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
			#pragma multi_compile _ SHADOWS_SHADOWMASK

			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_FORWARD

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

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

			#define ASE_NEEDS_FRAG_POSITION
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#define ASE_NEEDS_FRAG_SCREEN_POSITION
			#pragma shader_feature _INVERTDIRECTION_ON
			#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z


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

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 lightmapUVOrVertexSH : TEXCOORD0;
				half4 fogFactorAndVertexLight : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					float4 shadowCoord : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					float4 screenPos : TEXCOORD6;
				#endif
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _Normals;
			sampler2D _Noise;


			
			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_texcoord7.xy = v.texcoord.xy;
				o.ase_texcoord8 = v.vertex;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord7.zw = 0;

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

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

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

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

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

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

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

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

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );

				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif

				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);

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

				o.clipPos = positionCS;

				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(positionCS);
				#endif

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

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

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

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

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

				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					float4 ScreenPos = IN.screenPos;
				#endif

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

				WorldViewDirection = SafeNormalize( WorldViewDirection );

				float2 uv_Normals = IN.ase_texcoord7.xy * _Normals_ST.xy + _Normals_ST.zw;
				float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
				float3 tangentNormal561 = tex2DNode560;
				
				#if defined(_DIRECTION_X)
				float staticSwitch495 = IN.ase_texcoord8.xyz.x;
				#elif defined(_DIRECTION_Y)
				float staticSwitch495 = IN.ase_texcoord8.xyz.y;
				#elif defined(_DIRECTION_Z)
				float staticSwitch495 = IN.ase_texcoord8.xyz.z;
				#else
				float staticSwitch495 = IN.ase_texcoord8.xyz.y;
				#endif
				#ifdef _INVERTDIRECTION_ON
				float staticSwitch494 = -staticSwitch495;
				#else
				float staticSwitch494 = staticSwitch495;
				#endif
				float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
				float mulTime440 = _TimeParameters.x * temp_output_499_0;
				float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
				float saferPower487 = abs( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) );
				float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
				float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
				float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
				float3 tanNormal568 = tex2DNode560;
				float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568));
				float3 worldNormal567 = worldNormal568;
				float fresnelNdotV400 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 uv_Noise = IN.ase_texcoord7.xy * _Noise_ST.xy + _Noise_ST.zw;
				float2 temp_output_354_0 = ( uv_Noise * _Frequency );
				float mulTime360 = _TimeParameters.x * _SpakleSpeed;
				float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
				float fresnelNdotV536 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
				float fresnelNdotV370 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
				

				float3 BaseColor = _Albedo.rgb;
				float3 Normal = tangentNormal561;
				float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
				float3 Specular = 0.5;
				float Metallic = 0.9;
				float Smoothness = 0.9;
				float Occlusion = 1;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = 0;
				#endif

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

				InputData inputData;
				inputData.positionWS = WorldPosition;
				inputData.viewDirectionWS = WorldViewDirection;
				inputData.shadowCoord = ShadowCoords;

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

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

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

				inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

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

				half4 color = UniversalFragmentPBR(
					inputData,
					BaseColor,
					Metallic,
					Specular,
					Smoothness,
					Occlusion,
					Emission,
					Alpha);

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;

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

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							float3 atten = light.color * light.distanceAttenuation;
							atten = lerp( atten, atten * light.shadowAttenuation, shadow );

							half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
							color.rgb += BaseColor * transmission;
						}
					#endif
				}
				#endif

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

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

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

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							float3 atten = light.color * light.distanceAttenuation;
							atten = lerp( atten, atten * light.shadowAttenuation, shadow );

							half3 lightDir = light.direction + inputData.normalWS * normal;
							half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
							half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
							color.rgb += BaseColor * translucency * strength;
						}
					#endif
				}
				#endif

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

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

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

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return color;
			}

			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off
			ColorMask 0

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_SHADOWCASTER

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			
			float3 _LightDirection;
			#if ASE_SRP_VERSION >= 110000
				float3 _LightPosition;
			#endif

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

				

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

				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

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

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

				float3 normalWS = TransformObjectToWorldDir(v.ase_normal);

				#if ASE_SRP_VERSION >= 110000
					#if _CASTING_PUNCTUAL_LIGHT_SHADOW
						float3 lightDirectionWS = normalize(_LightPosition - positionWS);
					#else
						float3 lightDirectionWS = _LightDirection;
					#endif

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

					#if UNITY_REVERSED_Z
						clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
					#else
						clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
					#endif
				#else
					float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
					#if UNITY_REVERSED_Z
						clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
					#else
						clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
					#endif
				#endif

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

				o.clipPos = clipPos;

				return o;
			}

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

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

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

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

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

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

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

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = IN.worldPos;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				

				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = 0;
				#endif

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

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

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return 0;
			}
			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

				

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

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

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

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

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

				o.clipPos = positionCS;

				return o;
			}

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

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

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

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

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

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

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

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				

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

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

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

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return 0;
			}
			ENDHLSL
		}

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

			Cull Off

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_META

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

			#define ASE_NEEDS_FRAG_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#pragma shader_feature _INVERTDIRECTION_ON
			#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z


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

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_texcoord7 : TEXCOORD7;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			sampler2D _Normals;
			sampler2D _Noise;


			
			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);

				float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
				o.ase_texcoord4.xyz = ase_worldTangent;
				float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
				o.ase_texcoord5.xyz = ase_worldNormal;
				float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
				float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
				o.ase_texcoord6.xyz = ase_worldBitangent;
				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord7 = screenPos;
				
				o.ase_texcoord2 = v.vertex;
				o.ase_texcoord3.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord3.zw = 0;
				o.ase_texcoord4.w = 0;
				o.ase_texcoord5.w = 0;
				o.ase_texcoord6.w = 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 = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );

				#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(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_tangent : TANGENT;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

			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

				#if defined(_DIRECTION_X)
				float staticSwitch495 = IN.ase_texcoord2.xyz.x;
				#elif defined(_DIRECTION_Y)
				float staticSwitch495 = IN.ase_texcoord2.xyz.y;
				#elif defined(_DIRECTION_Z)
				float staticSwitch495 = IN.ase_texcoord2.xyz.z;
				#else
				float staticSwitch495 = IN.ase_texcoord2.xyz.y;
				#endif
				#ifdef _INVERTDIRECTION_ON
				float staticSwitch494 = -staticSwitch495;
				#else
				float staticSwitch494 = staticSwitch495;
				#endif
				float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
				float mulTime440 = _TimeParameters.x * temp_output_499_0;
				float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
				float saferPower487 = abs( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) );
				float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
				ase_worldViewDir = normalize(ase_worldViewDir);
				float2 uv_Normals = IN.ase_texcoord3.xy * _Normals_ST.xy + _Normals_ST.zw;
				float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
				float3 ase_worldTangent = IN.ase_texcoord4.xyz;
				float3 ase_worldNormal = IN.ase_texcoord5.xyz;
				float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
				float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
				float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
				float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
				float3 tanNormal568 = tex2DNode560;
				float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568));
				float3 worldNormal567 = worldNormal568;
				float fresnelNdotV400 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
				float4 screenPos = IN.ase_texcoord7;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 uv_Noise = IN.ase_texcoord3.xy * _Noise_ST.xy + _Noise_ST.zw;
				float2 temp_output_354_0 = ( uv_Noise * _Frequency );
				float mulTime360 = _TimeParameters.x * _SpakleSpeed;
				float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
				float fresnelNdotV536 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
				float fresnelNdotV370 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
				

				float3 BaseColor = _Albedo.rgb;
				float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

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

				MetaInput metaInput = (MetaInput)0;
				metaInput.Albedo = BaseColor;
				metaInput.Emission = Emission;

				return MetaFragment(metaInput);
			}
			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_2D

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

				

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

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

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

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

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

				o.clipPos = positionCS;

				return o;
			}

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

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

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

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

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

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

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = IN.worldPos;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				

				float3 BaseColor = _Albedo.rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				half4 color = half4(BaseColor, Alpha );

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

				return color;
			}
			ENDHLSL
		}

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

			ZWrite On
			Blend One Zero
			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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
				float3 worldNormal : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

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

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

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

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

				o.worldNormal = normalWS;

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

				o.clipPos = positionCS;

				return o;
			}

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

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

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

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

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

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

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

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = IN.worldPos;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

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

				

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

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

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

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				#if ASE_SRP_VERSION >= 110000
					return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
				#elif ASE_SRP_VERSION >= 100900
					return float4(PackNormalOctRectEncode(normalize(IN.worldNormal)), 0.0, 0.0);
				#else
					return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
				#endif
			}
			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 101001


			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
			#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
			#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF

			
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
		

			

			#pragma multi_compile_fragment _ _SHADOWS_SOFT

			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_GBUFFER

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

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

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

			

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

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

			CBUFFER_START(UnityPerMaterial)
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float4 _Noise_ST;
			float4 _BodyGlow;
			float4 _SparkleColor;
			float3 _SparkleFresnel;
			float3 _MainGlowFresnel;
			float3 _GlintFresnel;
			float3 _SizeSpeedInterval;
			float _Range;
			float _ScreenContribution;
			float _TailHeadFalloff;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float _Brightness;
			float _Threshold;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			// Properties used by SceneSelectionPass
			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

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

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

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

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

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

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

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

				OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );

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

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

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );

				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif

				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);

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

					o.clipPos = positionCS;

				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(positionCS);
				#endif

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

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

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

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

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

				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					float4 ScreenPos = IN.screenPos;
				#endif

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

				WorldViewDirection = SafeNormalize( WorldViewDirection );

				

				float3 BaseColor = float3(0.5, 0.5, 0.5);
				float3 Normal = float3(0, 0, 1);
				float3 Emission = 0;
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = 0.5;
				float Occlusion = 1;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef ASE_DEPTH_WRITE_ON
					float DepthValue = 0;
				#endif

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

				InputData inputData;
				inputData.positionWS = WorldPosition;
				inputData.viewDirectionWS = WorldViewDirection;
				inputData.shadowCoord = ShadowCoords;

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

				#ifdef ASE_FOG
					inputData.fogCoord = 0; // we don't apply fog in the gbuffer pass
				#endif

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

				inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );

				#ifdef ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif

				BRDFData brdfData;
				InitializeBRDFData( BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
				half4 color;
				color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
				color.a = Alpha;

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

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

				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

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

			ENDHLSL
		}
		
	}
	
	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
	Fallback "Hidden/InternalErrorShader"
	
}
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