Shader /*ase_name*/ "Hidden/HDRP/Fabric" /*end*/
{
	Properties
	{
		/*ase_props*/
		[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
		[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
		[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
		[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
		[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 42
		[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 2
		[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2
		[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
		[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
		[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
		[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
		[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
		[HideInInspector] _SurfaceType("Surface Type", Float) = 0
		[HideInInspector] _BlendMode("Blend Mode", Float) = 0
		[HideInInspector] _SrcBlend("Src Blend", Float) = 1
		[HideInInspector] _DstBlend("Dst Blend", Float) = 0
		[HideInInspector] _DstBlend2("__dst2", Float) = 0.0
		[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
		[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
		[HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 1
		[HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
		[HideInInspector] _CullMode("Cull Mode", Float) = 2
		[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0
		[HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1
		[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
		[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2
		[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 3
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4
		[HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
		[HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
		[HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
		[HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
		[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
		[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)

		//_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][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0
		[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default
		[HideInInspector][ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1
		[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
		[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
		[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
		[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1

		[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher

		[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
	}

	SubShader
	{
		/*ase_subshader_options:Name=Additional Options
			Port:ForwardOnly:Bent Normal
				On:SetDefine:ASE_BENT_NORMAL 1
			Port:ForwardOnly:Occlusion
				On:SetDefine:_AMBIENT_OCCLUSION 1
			Port:ForwardOnly:Baked GI
				On:SetDefine:ASE_BAKEDGI 1
			Port:ForwardOnly:Baked Back GI
				On:SetDefine:ASE_BAKEDBACKGI 1
			Port:ForwardOnly:Vertex Offset
				On:SetDefine:HAVE_MESH_MODIFICATION 1
			Option:Surface Type:Opaque,Transparent:Opaque
				Opaque:SetShaderProperty:_SurfaceType,0
				Opaque:SetPropertyOnSubShader:RenderType,Opaque
				Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
				Opaque:HideOption:  Blend Preserves Specular
				Opaque:HideOption:  Depth Write
				Opaque:HideOption:  Cull Mode
				Opaque:HideOption:  Depth Test
				Opaque:ShowOption:  Subsurface Scattering
				Transparent:SetShaderProperty:_SurfaceType,1
				Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
				Transparent:ShowOption:  Blend Preserves Specular
				Transparent:ShowOption:  Depth Write
				Transparent:ShowOption:  Cull Mode
				Transparent:ShowOption:  Depth Test
				Transparent:HideOption:  Subsurface Scattering
			Option:  Blend Preserves Specular:false,true:true
				true:SetDefine:SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
				false,disable:RemoveDefine:SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			Option:  Depth Write:false,true:false
				true:SetShaderProperty:_ZWrite,1
				false,disable:SetShaderProperty:_ZWrite,0
			Option:  Cull Mode:Back,Front:Back
				Front:SetShaderProperty:_TransparentCullMode,1
				Back:SetShaderProperty:_TransparentCullMode,2
			Option:  Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
				Never:SetShaderProperty:_ZTestTransparent,1
				Less:SetShaderProperty:_ZTestTransparent,2
				Equal:SetShaderProperty:_ZTestTransparent,3
				Less Equal:SetShaderProperty:_ZTestTransparent,4
				Greater:SetShaderProperty:_ZTestTransparent,5
				Not Equal:SetShaderProperty:_ZTestTransparent,6
				Greater Equal:SetShaderProperty:_ZTestTransparent,7
				Always:SetShaderProperty:_ZTestTransparent,8
			Option:  Subsurface Scattering:false,true:false
				true:ShowPort:ForwardOnly:Subsurface Mask
				true:SetDefine:_MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
				true:SetShaderProperty:_StencilRef,4
				true:SetShaderProperty:_StencilRefGBuffer,14
				true:SetShaderProperty:_RequireSplitLighting,1
				false,disable:HidePort:ForwardOnly:Subsurface Mask
				false,disable:RemoveDefine:_MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
			Option:Alpha Clipping:false,true:false
				true:ShowPort:ForwardOnly:Alpha Clip Threshold
				false:HidePort:ForwardOnly:Alpha Clip Threshold
				true:SetPropertyOnPass:ForwardOnly:ZTest,Equal
				true:SetDefine:pragma shader_feature_local _ALPHATEST_ON
				false:HidePort:ForwardOnly:Alpha Clip Threshold
				false:SetPropertyOnPass:ForwardOnly:ZTest,LEqual
				false:RemoveDefine:pragma shader_feature_local _ALPHATEST_ON
			Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled
                Disabled,Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1
				Disabled,Enabled,Flipped Normals,Mirrored Normals:SetDefine:pragma shader_feature_local _ _DOUBLESIDED_ON
				Disabled:SetShaderProperty:_DoubleSidedEnable,0
				Disabled:SetShaderProperty:_DoubleSidedNormalMode,2
				Enabled:SetShaderProperty:_DoubleSidedEnable,1
				Enabled:SetShaderProperty:_DoubleSidedNormalMode,2
				Flipped Normals:SetShaderProperty:_DoubleSidedEnable,1
				Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0
				Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1
				Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1
			Option:Energy Conserving Specular:false,true:true
				true:SetDefine:_ENERGY_CONSERVING_SPECULAR 1
				false,disable:RemoveDefine:_ENERGY_CONSERVING_SPECULAR 1
			Option:Material Type:Cotton Wool,Silk:Cotton Wool
				Silk:ShowPort:ForwardOnly:Anisotropy
				Silk:ShowPort:ForwardOnly:Tangent
				Silk:RemoveDefine:_MATERIAL_FEATURE_COTTON_WOOL 1
				Silk:SetDefine:_MATERIAL_FEATURE_ANISOTROPY 1
				Cotton Wool:HidePort:ForwardOnly:Anisotropy
				Cotton Wool:HidePort:ForwardOnly:Tangent
				Cotton Wool:SetDefine:_MATERIAL_FEATURE_COTTON_WOOL 1
				Cotton Wool:RemoveDefine:_MATERIAL_FEATURE_ANISOTROPY 1
			Option:Transmission:false,true:false
				true:ShowPort:ForwardOnly:Thickness
				true:SetDefine:_MATERIAL_FEATURE_TRANSMISSION 1
				false:HidePort:ForwardOnly:Thickness
				false:RemoveDefine:_MATERIAL_FEATURE_TRANSMISSION 1
			Option:Receive Decals:false,true:true
				true:RemoveDefine:_DISABLE_DECALS
				false:SetDefine:_DISABLE_DECALS
			Option:Receives SSR:false,true:true
				false:SetDefine:_DISABLE_SSR 1
				false:SetShaderProperty:_StencilRefDepth,0
				false:SetShaderProperty:_StencilRefGBuffer,2
				false:SetShaderProperty:_StencilRefMV,32
				false:SetShaderProperty:_ReceivesSSR,0
				true:RemoveDefine:_DISABLE_SSR 1
			Option:Motion Vectors:false,true:true
				true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				true:ShowOption:  Add Precomputed Velocity
				false:HideOption:  Add Precomputed Velocity
				true:IncludePass:MotionVectors
				false:ExcludePass:MotionVectors
				true:SetOption:Tessellation,0
			Option:  Add Precomputed Velocity:false,true:false
				false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
				true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
				true:SetShaderProperty:_AddPrecomputedVelocity,1
			Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO
				Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				Off:HidePort:Specular Occlusion
				From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				From AO:HidePort:Specular Occlusion
				From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				From AO And Bent Normal:HidePort:Specular Occlusion
				Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				Custom:ShowPort:Specular Occlusion
			Option:Override Baked GI:false,true:false
				true:ShowPort:ForwardOnly:Baked GI
				true:ShowPort:ForwardOnly:Baked Back GI
				false:HidePort:ForwardOnly:Baked GI
				false:HidePort:ForwardOnly:Baked Back GI
			Option:Depth Offset:false,true:false
				true:SetDefine:_DEPTHOFFSET_ON 1
				true:SetDefine:pragma shader_feature_local_fragment _ _DEPTHOFFSET_ON
				true:ShowPort:ForwardOnly:Depth Offset
				false:RemoveDefine:_DEPTHOFFSET_ON 1
				false:RemoveDefine:pragma shader_feature_local_fragment _ _DEPTHOFFSET_ON
				false:HidePort:ForwardOnly:Depth Offset
				true:ShowOption:  Conserative
				false:HideOption:  Conserative
				false:RemoveDefine:pragma shader_feature_local_fragment _ _CONSERVATIVE_DEPTH_OFFSET
			Option:  Conserative:false,true:true
				true:SetDefine:pragma shader_feature_local_fragment _ _CONSERVATIVE_DEPTH_OFFSET
				false:RemoveDefine:pragma shader_feature_local_fragment _ _CONSERVATIVE_DEPTH_OFFSET
			Option:GPU Instancing:false,true:true
				true:SetDefine:pragma multi_compile_instancing
				true:SetDefine:pragma instancing_options renderinglayer
				false:RemoveDefine:pragma multi_compile_instancing
				false:RemoveDefine:pragma instancing_options renderinglayer
			Option:LOD CrossFade:false,true:false
				true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
				false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
			Option:Tessellation:false,true:false
				true:SetDefine:ASE_TESSELLATION 1
				true:SetDefine:pragma require tessellation tessHW
				true:SetDefine:pragma hull HullFunction
				true:SetDefine:pragma domain DomainFunction
				true:ShowOption:  Phong
				true:ShowOption:  Type
				false,disable:RemoveDefine:ASE_TESSELLATION 1
				false,disable:RemoveDefine:pragma require tessellation tessHW
				false,disable:RemoveDefine:pragma hull HullFunction
				false,disable:RemoveDefine:pragma domain DomainFunction
				false,disable:HideOption:  Phong
				false,disable:HideOption:  Type
				true:SetOption:Motion Vectors,0
			Option:  Phong:false,true:false
				true:SetDefine:ASE_PHONG_TESSELLATION
				false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
				true:ShowOption:  Strength
				false,disable:HideOption:  Strength
			Field:  Strength:Float:0.5:0:1:_TessPhongStrength
				Change:SetMaterialProperty:_TessPhongStrength
				Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
			Option:  Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
				Fixed:SetDefine:ASE_FIXED_TESSELLATION
				Fixed,Distance Based:ShowOption:  Tess
				Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
				Distance Based:ShowOption:  Min
				Distance Based:ShowOption:  Max
				Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
				Edge Length,Edge Length Cull:ShowOption:  Edge Length
				Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
				Edge Length Cull:ShowOption:  Max Displacement
				disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
				disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
				disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
				disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
				disable,Edge Length,Edge Length Cull:HideOption:  Tess
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Min
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Max
				disable,Fixed,Distance Based:HideOption:  Edge Length
				disable,Fixed,Distance Based,Edge Length:HideOption:  Max Displacement
			Field:  Tess:Float:16:1:32:_TessValue
				Change:SetMaterialProperty:_TessValue
				Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
				Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
			Field:  Min:Float:10:_TessMin
				Change:SetMaterialProperty:_TessMin
				Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
				Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
			Field:  Max:Float:25:_TessMax
				Change:SetMaterialProperty:_TessMax
				Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
			Field:  Edge Length:Float:16:2:50:_TessEdgeLength
				Change:SetMaterialProperty:_TessEdgeLength
				Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
				Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
			Field:  Max Displacement:Float:25:_TessMaxDisp
				Change:SetMaterialProperty:_TessMaxDisp
				Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
			Option:Vertex Position:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:ForwardOnly:18,Vertex Position
				Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Relative:SetPortName:ForwardOnly:18,Vertex Offset
		*/

		Tags
		{
			"RenderPipeline"="HDRenderPipeline"
			"RenderType"="HDLitShader"
			"Queue"="Geometry+0"
		}

		HLSLINCLUDE
		#pragma target 4.5
		#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch

		#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 DistanceFromPlaneASE (float3 pos, float4 plane)
		{
			return dot (float4(pos,1.0f), plane);
		}

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

		/*ase_pass*/
		Pass
		{
			/*ase_main_pass*/
			Name "ForwardOnly"
			Tags 
			{ 
				"LightMode" = "ForwardOnly" 
			}

			Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
			Blend 1 One OneMinusSrcAlpha
			Blend 2 One [_DstBlend2]
			Blend 3 One [_DstBlend2]
			Blend 4 One OneMinusSrcAlpha

			Cull[_CullModeForward]
			ZTest[_ZTestDepthEqualForOpaque]
			ZWrite[_ZWrite]

			Stencil
			{
				WriteMask[_StencilWriteMask]
				Ref[_StencilRef]
			    CompFront Always
			    PassFront Replace
			    CompBack Always
			    PassBack Replace
			}

            ColorMask [_ColorMaskTransparentVelOne] 1
            ColorMask [_ColorMaskTransparentVelTwo] 2

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
	        #pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
	        #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
			#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
            #pragma multi_compile_fragment _ LIGHT_LAYERS
			#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
			#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
			#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_FORWARD
			#define HAS_LIGHTLOOP

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

            #ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				float3 interp01 : TEXCOORD1;
				float4 interp02 : TEXCOORD2;
				float4 interp03 : TEXCOORD3;
				float4 interp04 : TEXCOORD4;
				/*ase_interp(5,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2;uv1=tc3;uv2=tc4*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 BaseColor;
				float3 Normal;
				float3 BentNormal;
				float3 Specular;
				float3 Emission;
				float Smoothness;
				float Occlusion;
				float Alpha;
				float SpecularOcclusion;
				float AlphaClipThreshold;
				float Thickness;
				float SubsurfaceMask;
				float DiffusionProfile;
				float Anisotropy;
				float3 Tangent;
				float3 BakedGI;
				float3 BakedBackGI;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{

				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.baseColor =					surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =			surfaceDescription.Occlusion;
				surfaceData.specularColor =				surfaceDescription.Specular;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.perceptualSmoothness =		lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#else
					surfaceData.normalWS = float3(0, 1, 0);
				#endif
				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =			surfaceDescription.SpecularOcclusion;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.subsurfaceMask =			surfaceDescription.SubsurfaceMask;
				#endif
				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceData.thickness =					surfaceDescription.Thickness;
				#endif
				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceData.diffusionProfileHash =		asuint(surfaceDescription.DiffusionProfile);
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
				#endif

				// normals
				float3 normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
				#endif


				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );
				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef ASE_BAKEDGI
				builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
				#endif
				#ifdef ASE_BAKEDBACKGI
				builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
				#endif

				builtinData.emissiveColor = surfaceDescription.Emission;

                #ifdef UNITY_VIRTUAL_TEXTURING
                builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
                #endif

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput outputPackedVaryingsMeshToPS;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				/*ase_vert_code:inputMesh=VertexInput;outputPackedVaryingsMeshToPS=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;18;-1;_VertexOffset*/defaultVertexValue/*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;19;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;20;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsMeshToPS.interp00.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.interp01.xyz = normalWS;
				outputPackedVaryingsMeshToPS.interp02.xyzw = tangentWS;
				outputPackedVaryingsMeshToPS.interp03.xyzw = inputMesh.uv1;
				outputPackedVaryingsMeshToPS.interp04.xyzw = inputMesh.uv2;
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#ifdef UNITY_VIRTUAL_TEXTURING
			#define VT_BUFFER_TARGET SV_Target1
			#define EXTRA_BUFFER_TARGET SV_Target2
			#else
			#define EXTRA_BUFFER_TARGET SV_Target1
			#endif

			void Frag(VertexOutput packedInput,
					#ifdef OUTPUT_SPLIT_LIGHTING
						out float4 outColor : SV_Target0,
						#ifdef UNITY_VIRTUAL_TEXTURING
							out float4 outVTFeedback : VT_BUFFER_TARGET,
						#endif
						out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
						OUTPUT_SSSBUFFER(outSSSBuffer)
					#else
						out float4 outColor : SV_Target0
						#ifdef UNITY_VIRTUAL_TEXTURING
							,out float4 outVTFeedback : VT_BUFFER_TARGET
						#endif
					#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						, out float4 outMotionVec : EXTRA_BUFFER_TARGET
					#endif
					#endif
					#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
					#endif
				/*ase_frag_input*/
				)
			{
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outMotionVec = float4(2.0, 0.0, 0.0, 1.0);
				#endif

				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.interp03.xyzw;
				input.texCoord2 = packedInput.interp04.xyzw;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
				uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=PackedVaryingsMeshToPS*/
				surfaceDescription.BaseColor = /*ase_frag_out:Base Color;Float3;0;-1;_BaseColor*/float3( 0.5, 0.5, 0.5 )/*end*/;
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;2;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/0/*end*/;

				surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;4;-1;_Emission*/0/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;9;-1;_SpecularOcclusion*/0/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceDescription.Thickness = /*ase_frag_out:Thickness;Float;10;-1;_Thickness*/1/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = /*ase_frag_out:Subsurface Mask;Float;11;-1;_SubsurfaceMask*/1/*end*/;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.DiffusionProfile = /*ase_frag_out:Diffusion Profile;Float;12;-1;_DiffusionProfile*/0/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = /*ase_frag_out:Anisotropy;Float;13;-1;_Anisotropy*/0.8/*end*/;
				surfaceDescription.Tangent = /*ase_frag_out:Tangent;Float3;14;-1;_Tangent*/float3( 1, 0, 0 )/*end*/;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;15;-1;_BakedGI*/0/*end*/;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;16;-1;_BakedBackGI*/0/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;17;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);

				BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);

				PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

				outColor = float4(0.0, 0.0, 0.0, 0.0);
				#ifdef DEBUG_DISPLAY
				#ifdef OUTPUT_SPLIT_LIGHTING
					outDiffuseLighting = 0;
					ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
				#endif

				bool viewMaterial = false;
				int bufferSize = _DebugViewMaterialArray[0].x;
				if (bufferSize != 0)
				{
					bool needLinearToSRGB = false;
					float3 result = float3(1.0, 0.0, 1.0);

					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = _DebugViewMaterialArray[index].x;

						if (indexMaterialProperty != 0)
						{
							viewMaterial = true;

							GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
							GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
							GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
							GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
							GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
						}
					}

					if (!needLinearToSRGB && _DebugAOVOutput == 0)
						result = SRGBToLinear(max(0, result));

					outColor = float4(result, 1.0);
				}

				if (!viewMaterial)
				{
					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
					{
						float3 result = float3(0.0, 0.0, 0.0);

						GetPBRValidatorDebug(surfaceData, result);

						outColor = float4(result, 1.0f);
					}
					else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outColor = result;
					}
					else
				#endif
					{
				#ifdef _SURFACE_TYPE_TRANSPARENT
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
				#else
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
				#endif
						LightLoopOutput lightLoopOutput;
						LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);

						// Alias
						float3 diffuseLighting = lightLoopOutput.diffuseLighting;
						float3 specularLighting = lightLoopOutput.specularLighting;

						diffuseLighting *= GetCurrentExposureMultiplier();
						specularLighting *= GetCurrentExposureMultiplier();

                #ifdef OUTPUT_SPLIT_LIGHTING
						if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
						{
							outColor = float4(specularLighting, 1.0);
							outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
						}
						else
						{
							outColor = float4(diffuseLighting + specularLighting, 1.0);
							outDiffuseLighting = 0;
						}
						ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
                        #else
						outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
						outColor = EvaluateAtmosphericScattering(posInput, V, outColor);

                        #else

						if (_BlendMode == BLENDMODE_ALPHA || _BlendMode == BLENDMODE_ADDITIVE)
							return float4(diffuseLighting * opacity + specularLighting * (
                        #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
								_EnableBlendModePreserveSpecularLighting ? 1.0f :
                        #endif
								opacity), opacity);
						else
							return float4(diffuseLighting + specularLighting, opacity);

                #endif

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
						float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);
						bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
                #if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS
                        forceNoMotion = true;
                #endif
				        if (!forceNoMotion)
						{
							float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
							EncodeMotionVector(motionVec * 0.5, outMotionVec);
							outMotionVec.zw = 1.0;
						}
				#endif
					}

				#ifdef DEBUG_DISPLAY
				}
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

			#ifdef UNITY_VIRTUAL_TEXTURING
				outVTFeedback = builtinData.vtPackedFeedback;
			#endif
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "DepthForwardOnly"
			Tags 
			{ 
				"LightMode" = "DepthForwardOnly" 
			}

			Cull[_CullMode]
			ZWrite On
			Stencil
			{
				WriteMask[_StencilWriteMaskDepth]
				Ref[_StencilRefDepth]
				CompFront Always
				PassFront Replace
				CompBack Always
				PassBack Replace
			}

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
			#pragma multi_compile_fragment _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define WRITE_NORMAL_BUFFER

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

            #ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				float3 interp01 : TEXCOORD1;
				float4 interp02 : TEXCOORD2;
				/*ase_interp(3,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Normal;
				float Smoothness;
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;

				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.perceptualSmoothness =		lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#else
					surfaceData.normalWS = float3(0, 1, 0);
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;

				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
					float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
					float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
				#endif

				// normals
				float3 normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif


                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld( inputMesh.positionOS );
				float3 normalWS = TransformObjectToWorldNormal( inputMesh.normalOS );
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				o.positionCS = TransformWorldToHClip( positionRWS );
				o.interp00.xyz = positionRWS;
				o.interp01.xyz = normalWS;
				o.interp02.xyzw = tangentWS;
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif

			void Frag( VertexOutput packedInput
						#ifdef WRITE_MSAA_DEPTH
						, out float4 depthColor : SV_Target0
							#ifdef WRITE_NORMAL_BUFFER
							, out float4 outNormalBuffer : SV_Target1
							#endif
						#else
							#ifdef WRITE_NORMAL_BUFFER
							, out float4 outNormalBuffer : SV_Target0
							#endif
						#endif
						#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
						, out float4 outDecalBuffer : SV_TARGET_DECAL
						#endif
						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
						/*ase_frag_input*/
				)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;

				FragInputs input;
				ZERO_INITIALIZE( FragInputs, input );

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;7;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_MSAA_DEPTH
					depthColor = packedInput.positionCS.z;
					#ifdef _ALPHATOMASK_ON
					depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
					#endif
				#endif

				#if defined(WRITE_NORMAL_BUFFER)
				EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
				DecalPrepassData decalPrepassData;
                #ifdef _DISABLE_DECALS
				ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
                #else
				decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
                #endif
				decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
				EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "SceneSelectionPass"
			Tags 
			{ 
				"LightMode" = "SceneSelectionPass" 
			}

			Cull Off

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma editor_sync_compilation

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENESELECTIONPASS

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"

			#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#else
					surfaceData.normalWS = float3(0, 1, 0);
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				, out float4 outColor : SV_Target0
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;5;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "ShadowCaster"
			Tags 
			{ 
				"LightMode" = "ShadowCaster" 
			}

			Cull[_CullMode]
			ZWrite On
			ZClip[_ZClip]
			ColorMask 0

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_SHADOWS

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

			#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#else
					surfaceData.normalWS = float3(0, 1, 0);
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif


                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif


			void Frag( VertexOutput packedInput
						#ifdef WRITE_MSAA_DEPTH
						, out float4 depthColor : SV_Target0
							#ifdef WRITE_NORMAL_BUFFER
							, out float4 outNormalBuffer : SV_Target1
							#endif
						#else
							#ifdef WRITE_NORMAL_BUFFER
							, out float4 outNormalBuffer : SV_Target0
							#endif
						#endif
						#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
						, out float4 outDecalBuffer : SV_TARGET_DECAL
						#endif
						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
						/*ase_frag_input*/
				)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif
				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;5;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);

				#if defined(_DEPTHOFFSET_ON)
					outputDepth = posInput.deviceDepth;
					float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
					outputDepth += bias;
				#endif

				#ifdef WRITE_MSAA_DEPTH
					depthColor = packedInput.positionCS.z;
					#ifdef _ALPHATOMASK_ON
					depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
					#endif
				#endif

				#if defined(WRITE_NORMAL_BUFFER)
				EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
					DecalPrepassData decalPrepassData;
					#ifdef _DISABLE_DECALS
					ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
					#else
					decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
					#endif
					decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
					EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
		    /*ase_hide_pass*/
		    Name "META"
		    Tags 
			{ 
				"LightMode" = "Meta" 
			}

		    Cull Off

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma shader_feature EDITOR_VISUALIZATION

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
			#define SCENEPICKINGPASS 1

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
	        #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

			#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
			#endif

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

			#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 uv3 : TEXCOORD3;
				/*ase_vdata:p=p;n=n;t=t;uv0=tc0;uv1=tc1;uv2=tc2;uv3=tc3*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				#ifdef EDITOR_VISUALIZATION
				float2 VizUV : TEXCOORD0;
				float4 LightCoord : TEXCOORD1;
				#endif
				/*ase_interp(2,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 BaseColor;
				float3 Normal;
				float3 BentNormal;
				float3 Specular;
				float3 Emission;
				float Smoothness;
				float Occlusion;
				float Alpha;
				float SpecularOcclusion;
				float AlphaClipThreshold;
				float Thickness;
				float SubsurfaceMask;
				float DiffusionProfile;
				float Anisotropy;
				float3 Tangent;
				float3 BakedGI;
				float3 BakedBackGI;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}
			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif
				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.baseColor =					surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =			surfaceDescription.Occlusion;
				surfaceData.specularColor =				surfaceDescription.Specular;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
				surfaceData.perceptualSmoothness =		lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#else
				surfaceData.normalWS = float3(0, 1, 0);
				#endif
				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =			surfaceDescription.SpecularOcclusion;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.subsurfaceMask =			surfaceDescription.SubsurfaceMask;
				#endif
				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceData.thickness =					surfaceDescription.Thickness;
				#endif
				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceData.diffusionProfileHash =		asuint(surfaceDescription.DiffusionProfile);
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
				#endif

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;

				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef ASE_BAKEDGI
				builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
				#endif
				#ifdef ASE_BAKEDBACKGI
				builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
				#endif

				builtinData.emissiveColor = surfaceDescription.Emission;

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

                builtinData.emissiveColor = surfaceDescription.Emission;

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID( inputMesh );
				UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				o.positionCS = UnityMetaVertexPosition(inputMesh.positionOS, inputMesh.uv1.xy, inputMesh.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);

				#ifdef EDITOR_VISUALIZATION
					float2 vizUV = 0;
					float4 lightCoord = 0;
					UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);

					o.VizUV.xy = vizUV;
					o.LightCoord = lightCoord;
				#endif

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 uv3 : TEXCOORD3;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv0 = v.uv0;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				o.uv3 = v.uv3;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			float4 Frag( VertexOutput packedInput /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE( FragInputs, input );
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );

				float3 V = float3( 1.0, 1.0, 1.0 );

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.BaseColor = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 1, 1, 1 )/*end*/;
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;7;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;8;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Specular = /*ase_frag_out:Specular;Float3;9;-1;_Specular*/0/*end*/;

				surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;10;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;11;-1;_Occlusion*/1/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;12;-1;_SpecularOcclusion*/0/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceDescription.Thickness = /*ase_frag_out:Thickness;Float;13;-1;_Thickness*/1/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = /*ase_frag_out:Subsurface Mask;Float;14;-1;_SubsurfaceMask*/1/*end*/;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.DiffusionProfile = /*ase_frag_out:Diffusion Profile;Float;15;-1;_DiffusionProfile*/0/*end*/;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = /*ase_frag_out:Anisotropy;Float;16;-1;_Anisotropy*/0.8/*end*/;
				surfaceDescription.Tangent = /*ase_frag_out:Tangent;Float3;17;-1;_Tangent*/float3( 1, 0, 0 )/*end*/;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;18;-1;_BakedGI*/0/*end*/;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;19;-1;_BakedBackGI*/0/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;20;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
				BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
				LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );

				float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
				UnityMetaInput metaInput;
				metaInput.Albedo = lightTransportData.diffuseColor.rgb;
				metaInput.Emission = lightTransportData.emissiveColor;

				#ifdef EDITOR_VISUALIZATION
					metaInput.VizUV = packedInput.VizUV;
					metaInput.LightCoord = packedInput.LightCoord;
				#endif

				res = UnityMetaFragment(metaInput);

				return res;
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "MotionVectors"
			Tags 
			{ 
				"LightMode" = "MotionVectors" 
			}

		    Cull [_CullMode]
			ZWrite On

			Stencil
			{
	    		WriteMask [_StencilWriteMaskMV]
	    		Ref [_StencilRefMV]
				CompFront Always
				PassFront Replace
				CompBack Always
				PassBack Replace
			}

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
			#pragma multi_compile_fragment _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_MOTION_VECTORS
			#define WRITE_NORMAL_BUFFER

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

			#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				float3 precomputedVelocity : TEXCOORD5;
				/*ase_vdata:p=p;n=n;uv4=tc4;uv5=tc5*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				/*ase_interp(3,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Normal;
				float Smoothness;
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;

				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif
				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
				surfaceData.perceptualSmoothness =		lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif

			VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
			{
				_TimeParameters.xyz = timeParameters;
				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				return inputMesh;
			}

			VertexOutput VertexFunction(VertexInput inputMesh)
			{
				VertexOutput o = (VertexOutput)0;
				VertexInput defaultMesh = inputMesh;

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

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);

				float3 VMESHpositionRWS = positionRWS;
				float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);

				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						VertexInput previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						VertexOutput test = (VertexOutput)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						if (_TransparentCameraOnlyMotionVectors > 0)
						{
							previousPositionRWS = VMESHpositionRWS.xyz;
						}
					#endif
					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}

				o.vmeshPositionCS = VMESHpositionCS;
				o.vmeshInterp00.xyz = VMESHpositionRWS;

				o.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
				o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
				return o;
			}

			#if ( 0 ) // TEMPORARY: defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				float3 precomputedVelocity : TEXCOORD5;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.previousPositionOS = v.previousPositionOS;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					o.precomputedVelocity = v.precomputedVelocity;
				#endif
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
				#endif
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_NORMAL SV_Target3
			#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_NORMAL SV_Target2
			#else
			#define SV_TARGET_NORMAL SV_Target1
			#endif

			void Frag( VertexOutput packedInput
						#ifdef WRITE_MSAA_DEPTH
						, out float4 depthColor : SV_Target0
						, out float4 outMotionVector : SV_Target1
							#ifdef WRITE_DECAL_BUFFER
							, out float4 outDecalBuffer : SV_Target2
							#endif
						#else
						, out float4 outMotionVector : SV_Target0
							#ifdef WRITE_DECAL_BUFFER
							, out float4 outDecalBuffer : SV_Target1
							#endif
						#endif
						#ifdef WRITE_NORMAL_BUFFER
						, out float4 outNormalBuffer : SV_TARGET_NORMAL
						#endif
						#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
						/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.vmeshPositionCS;
				input.positionRWS = packedInput.vmeshInterp00.xyz;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;6;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;0;-1;_Smoothness*/1/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;5;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
				float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);

				#ifdef _DEPTHOFFSET_ON
				VPASSpositionCS.w += builtinData.depthOffset;
				VPASSpreviousPositionCS.w += builtinData.depthOffset;
				#endif

				float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
				EncodeMotionVector( motionVector * 0.5, outMotionVector );

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if( forceNoMotion )
					outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );

				#ifdef WRITE_MSAA_DEPTH
					depthColor = packedInput.vmeshPositionCS.z;
					depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
				#endif

				#ifdef WRITE_NORMAL_BUFFER
					EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if defined(WRITE_DECAL_BUFFER)
					DecalPrepassData decalPrepassData;
					#ifdef _DISABLE_DECALS
					ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
					#else
					decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
                    #endif
					decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
					EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = posInput.deviceDepth;
				#endif
			}
			ENDHLSL
		}

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

		    Cull[_CullMode]

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

			#pragma editor_sync_compilation

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENEPICKINGPASS

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"

			#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
				#else

					surfaceData.normalWS = float3(0, 1, 0);
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif

				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				// others
				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				// decals
				#if HAVE_DECALS
					if (_EnableDecals)
					{
						float alpha = 1.0;
						alpha = surfaceDescription.Alpha;
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

				// debug
				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;4;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				, out float4 outColor : SV_Target0
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif

				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif
				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;5;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				outColor = _SelectionID;

			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{

		    /*ase_hide_pass*/
		    Name "TransparentDepthPrepass"
		    Tags 
			{ 
				"LightMode" = "TransparentDepthPrepass" 
			}

		    Cull[_CullMode]
		    Blend One Zero
		    ZWrite On

		    Stencil
		    {
			   WriteMask[_StencilWriteMaskDepth]
			   Ref[_StencilRefDepth]
			   CompFront Always
			   PassFront Replace
			   CompBack Always
			   PassBack Replace
		    }

			HLSLPROGRAM

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
			#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #define ATTRIBUTES_NEED_NORMAL
            #define ATTRIBUTES_NEED_TANGENT
            #define VARYINGS_NEED_TANGENT_TO_WORLD

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _DstBlend2;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			/*ase_globals*/

        	#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

            struct AttributesMesh
			{
				 float3 positionOS : POSITION;
				 float3 normalOS : NORMAL;
				 float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				/*ase_interp(3,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};


        	struct SurfaceDescription
			{
				float3 Normal;
				float Smoothness;
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}
			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif
				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;
				surfaceData.perceptualSmoothness =      surfaceDescription.Smoothness;
				surfaceData.materialFeatures = 0;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
					surfaceData.perceptualSmoothness =      lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#else

					surfaceData.normalWS = float3(0, 1, 0);
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif

				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif

				#ifdef _DOUBLESIDED_ON
					float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
					float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
				#endif


				GetNormalWS(fragInputs, surfaceDescription.Normal, surfaceData.normalWS, doubleSidedConstants);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				#if HAVE_DECALS
					if (_EnableDecals)
					{
						float alpha = 1.0;
						alpha = surfaceDescription.Alpha;
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;

				surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);

				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)

				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)

					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

            void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
            {
                #ifdef LOD_FADE_CROSSFADE
                LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
                #endif

                #ifdef _DOUBLESIDED_ON
                    float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
                #else
                    float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
                #endif

                ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);

                #ifdef _ALPHATEST_ON
                    GENERIC_ALPHA_TEST(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
                #endif

                #if _DEPTHOFFSET_ON
                ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
                #endif

                float3 bentNormalWS;
                BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
                InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);

                #ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = alphaCutoff;
                #endif

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

                PostInitBuiltinData(V, posInput, surfaceData, builtinData);

            }

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif

			PackedVaryingsToPS VertexFunction(AttributesMesh inputMesh /*ase_vert_input*/ )
			{
				PackedVaryingsToPS outputPackedVaryingsToPS;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(outputPackedVaryingsToPS);

				/*ase_vert_code:inputMesh=AttributesMesh;outputPackedVaryingsToPS=PackedVaryingsToPS*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif

				float3 vertexValue =  /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				outputPackedVaryingsToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsToPS.positionRWS.xyz = positionRWS;
				outputPackedVaryingsToPS.normalWS.xyz =  normalWS;
				outputPackedVaryingsToPS.tangentWS.xyzw =  tangentWS;

				#if !defined(SHADER_API_METAL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FULL_SCREEN_DEBUG)
					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VERTEX_DENSITY)
						IncrementVertexDensityCounter(outputPackedVaryingsToPS.positionCS);
				#endif

				return outputPackedVaryingsToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=AttributesMesh;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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")]
			PackedVaryingsToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=AttributesMesh;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif

			void Frag(  PackedVaryingsToPS packedInput
						#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
						, out float4 outColor : SV_Target0
						#else
							#ifdef WRITE_MSAA_DEPTH

							, out float4 depthColor : SV_Target0
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target1
								#endif
							#else
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target0
								#endif
							#endif


							#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
						/*ase_frag_input*/
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
				UNITY_SETUP_INSTANCE_ID(packedInput);

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.positionRWS.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.normalWS.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.tangentWS.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS, packedInput.normalWS.xyz);


				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;


				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=PackedVaryingsToPS*/
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = /*ase_frag_out:Depth Offset;Float;7;-1;_DepthOffset*/0/*end*/;
				#endif

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);

			#if defined(_DEPTHOFFSET_ON)
				outputDepth = posInput.deviceDepth;
			#endif

			#ifdef WRITE_MSAA_DEPTH

				depthColor = packedInput.positionCS.z;
				#ifdef _ALPHATOMASK_ON

				depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
				#endif
			#endif

			#if defined(WRITE_NORMAL_BUFFER)
			EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
			#endif

			#if (defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)) || defined(WRITE_RENDERING_LAYER)
			DecalPrepassData decalPrepassData;
            #ifdef _DISABLE_DECALS
			ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
            #else
			decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
            #endif
			decalPrepassData.renderingLayerMask = GetMeshRenderingLayerMask();
			EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
			#endif

			}

            ENDHLSL
        }

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

			Cull[_CullMode]
			ZTest LEqual
			ZWrite Off

            HLSLPROGRAM

			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT

            #pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
			#define ATTRIBUTES_NEED_NORMAL
            #define ATTRIBUTES_NEED_TANGENT

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"


            #ifndef SHADER_UNLIT
            #if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
                #define VARYINGS_NEED_CULLFACE
            #endif
            #endif

            #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
            #define OUTPUT_SPLIT_LIGHTING
            #endif

            #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
            #if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
                #define WRITE_NORMAL_BUFFER
            #endif
            #endif

            #if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
                #define WRITE_DECAL_BUFFER
            #endif

            #ifndef DEBUG_DISPLAY
                #if !defined(_SURFACE_TYPE_TRANSPARENT)
                    #if SHADERPASS == SHADERPASS_FORWARD
                    #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
                    #elif SHADERPASS == SHADERPASS_GBUFFER
                    #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
                    #endif
                #endif
            #endif

            #if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
                #define _DEFERRED_CAPABLE_MATERIAL
            #endif

            #if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
                #define _WRITE_TRANSPARENT_MOTION_VECTOR
            #endif

        	#ifdef DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

            struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : INSTANCEID_SEMANTIC;
				#endif
			};

			struct VaryingsMeshToPS
			{
				SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : CUSTOM_INSTANCE_ID;
				#endif
			};

			struct VertexDescriptionInputs
			{
				 float3 ObjectSpaceNormal;
				 float3 ObjectSpaceTangent;
				 float3 ObjectSpacePosition;
			};

			struct SurfaceDescriptionInputs
			{
				 float3 TangentSpaceNormal;
			};

			struct PackedVaryingsMeshToPS
			{
				SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : CUSTOM_INSTANCE_ID;
				#endif
			};

            PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
			{
				PackedVaryingsMeshToPS output;
				ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
				output.positionCS = input.positionCS;
				#if UNITY_ANY_INSTANCING_ENABLED
				output.instanceID = input.instanceID;
				#endif
				return output;
			}

			VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
			{
				VaryingsMeshToPS output;
				output.positionCS = input.positionCS;
				#if UNITY_ANY_INSTANCING_ENABLED
				output.instanceID = input.instanceID;
				#endif
				return output;
			}

            struct VertexDescription
			{
				float3 Position;
				float3 Normal;
				float3 Tangent;
			};

			VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
			{
				VertexDescription description = (VertexDescription)0;
				description.Position = IN.ObjectSpacePosition;
				description.Normal = IN.ObjectSpaceNormal;
				description.Tangent = IN.ObjectSpaceTangent;
				return description;
			}

            struct SurfaceDescription
			{
				float3 BaseColor;
				float3 Emission;
				float Alpha;
				float3 BentNormal;
				float Smoothness;
				float Occlusion;
				float3 NormalTS;
				float3 Specular;
			};

			SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
			{
				SurfaceDescription surface = (SurfaceDescription)0;
				surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
				surface.Emission = float3(0, 0, 0);
				surface.Alpha = 1;
				surface.BentNormal = IN.TangentSpaceNormal;
				surface.Smoothness = 0.5;
				surface.Occlusion = 1;
				surface.NormalTS = IN.TangentSpaceNormal;
				surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
				return surface;
			}

			VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
			{
				VertexDescriptionInputs output;
				ZERO_INITIALIZE(VertexDescriptionInputs, output);

				output.ObjectSpaceNormal =                          input.normalOS;
				output.ObjectSpaceTangent =                         input.tangentOS.xyz;
				output.ObjectSpacePosition =                        input.positionOS;

				return output;
			}

			AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters)
			{

				VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
				VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);

				input.positionOS = vertexDescription.Position;
				input.normalOS = vertexDescription.Normal;
				input.tangentOS.xyz = vertexDescription.Tangent;
				return input;
			}


			FragInputs BuildFragInputs(VaryingsMeshToPS input)
			{
				FragInputs output;
				ZERO_INITIALIZE(FragInputs, output);

				output.tangentToWorld = k_identity3x3;
				output.positionSS = input.positionCS;

				return output;
			}


			FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
			{
				UNITY_SETUP_INSTANCE_ID(input);
				VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
				return BuildFragInputs(unpacked);
			}
				SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
			{
				SurfaceDescriptionInputs output;
				ZERO_INITIALIZE(SurfaceDescriptionInputs, output);

				#if defined(SHADER_STAGE_RAY_TRACING)
				#else
				#endif
				output.TangentSpaceNormal =                         float3(0.0f, 0.0f, 1.0f);

				return output;
			}

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal, inout SurfaceData surfaceData)
			{
				surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				if (decalSurfaceData.normalWS.w < 1.0)
				{
					surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

			#ifdef DECALS_4RT
				surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
			#endif

				surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				surfaceData.baseColor =                 surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =      surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =          surfaceDescription.Occlusion;
				surfaceData.specularColor =             surfaceDescription.Specular;

				surfaceData.materialFeatures = 0;

				#ifdef _MATERIAL_FEATURE_COTTON_WOOL
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_COTTON_WOOL;
					surfaceData.perceptualSmoothness =      lerp(0.0, 0.6, surfaceDescription.Smoothness);
				#else

					surfaceData.normalWS = float3(0, 1, 0);
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_SUBSURFACE_SCATTERING;
				#endif

				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_FABRIC_TRANSMISSION;
				#endif

				#if defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif

				#ifdef _DOUBLESIDED_ON
					float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
					float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
				#endif


				GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);

				#if HAVE_DECALS
					if (_EnableDecals)
					{
						float alpha = 1.0;
						alpha = surfaceDescription.Alpha;


						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;

				surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);

				#ifdef DEBUG_DISPLAY
					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)

				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)

					surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
					surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
				#endif

				#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
					surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif
			}

            void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
            {

                #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
                #ifdef LOD_FADE_CROSSFADE
                LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
                #endif
                #endif

                #ifndef SHADER_UNLIT
                #ifdef _DOUBLESIDED_ON
                    float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
                #else
                    float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
                #endif

                ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
                #endif

                SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);

                SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);

                #ifdef _ALPHATEST_ON
				float alphaCutoff = surfaceDescription.AlphaClipThreshold;
                #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
                #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
				alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
                #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
                #endif

                    GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
                #endif

                #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
                ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
                #endif

                #ifndef SHADER_UNLIT
                float3 bentNormalWS;
                BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);

                InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);

                #else
                BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);

                ZERO_BUILTIN_INITIALIZE(builtinData);
                builtinData.opacity = surfaceDescription.Alpha;

                #if defined(DEBUG_DISPLAY)
                    builtinData.renderingLayers = GetMeshRenderingLayerMask();
                #endif

                #endif

                #ifdef _ALPHATEST_ON

                    builtinData.alphaClipTreshold = alphaCutoff;
                #endif

                builtinData.emissiveColor = surfaceDescription.Emission;

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif


                #if (SHADERPASS == SHADERPASS_DISTORTION)
                builtinData.distortion = surfaceDescription.Distortion;
                builtinData.distortionBlur = surfaceDescription.DistortionBlur;
                #endif

                #ifndef SHADER_UNLIT

                PostInitBuiltinData(V, posInput, surfaceData, builtinData);
                #else
                ApplyDebugToBuiltinData(builtinData);
                #endif
            }

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl"

            ENDHLSL
        }
		/*ase_pass_end*/
	}
	CustomEditor "Rendering.HighDefinition.LightingShaderGraphGUI"
	FallBack "Hidden/Shader Graph/FallbackError"
}
