// Made with Amplify Shader Editor v1.9.1.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ASESampleShaders/Lit Refraction/HD Lit Specular"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[ASEBegin]_Smoothness("Smoothness", Float) = 0
		_Specular("Specular", Color) = (0,0,0,0)
		[ASEEnd]_Albedo("Albedo", Color) = (0,0,0,0)

		[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
		[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
		[HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear
		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
		[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing
		[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay
		[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector
		[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector
		[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 				// DEPRECATED
		[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4	// DEPRECATED
		[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
		[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
		[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
		[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
		[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
		[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
		[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] _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 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
		[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2 // Back culling by default
		[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4 // Less equal
		[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] _EmissionColor("Color", Color) = (1, 1, 1)
	}

	SubShader
	{
		LOD 0

		

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

		HLSLINCLUDE
		#pragma target 4.5
		#pragma exclude_renderers glcore gles gles3 ps4 

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

		struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
		{
			float3 BaseColor;
			float3 Normal;
			float3 BentNormal;
			float3 Specular;
			float CoatMask;
			float Metallic;
			float3 Emission;
			float Smoothness;
			float Occlusion;
			float Alpha;
			float AlphaClipThreshold;
			float AlphaClipThresholdShadow;
			float AlphaClipThresholdDepthPrepass;
			float AlphaClipThresholdDepthPostpass;
			float SpecularAAScreenSpaceVariance;
			float SpecularAAThreshold;
			float SpecularOcclusion;
			float DepthOffset;
			//Refraction
			float RefractionIndex;
			float3 RefractionColor;
			float RefractionDistance;
			//SSS/Translucent
			float DiffusionProfile;
			float TransmissionMask;
			// Transmission + Diffusion Profile
			float Thickness;
			float SubsurfaceMask;
			//Anisotropy
			float Anisotropy;
			float3 Tangent;
			//Iridescent
			float IridescenceMask;
			float IridescenceThickness;
			//BakedGI
			float3 BakedGI;
			float3 BakedBackGI;
		};

		struct AlphaSurfaceDescription // ShadowCaster
		{
			float Alpha;
			float AlphaClipThreshold;
			float AlphaClipThresholdShadow;
			float DepthOffset;
		};

		struct SceneSurfaceDescription // SceneSelection
		{
			float Alpha;
			float AlphaClipThreshold;
			float DepthOffset;
		};

		struct PrePassSurfaceDescription // DepthPrePass
		{
			float3 Normal;
			float Smoothness;
			float Alpha;
			float AlphaClipThresholdDepthPrepass;
			float DepthOffset;
		};

		struct PostPassSurfaceDescription //DepthPostPass
		{
			float Alpha;
			float AlphaClipThresholdDepthPostpass;
			float DepthOffset;
		};

		struct SmoothSurfaceDescription // MotionVectors DepthOnly
		{
			float3 Normal;
			float Smoothness;
			float Alpha;
			float AlphaClipThreshold;
			float DepthOffset;
		};

		#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

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

			Cull [_CullMode]
			ZTest [_ZTestGBuffer]

			Stencil
			{
				Ref [_StencilRefGBuffer]
				WriteMask [_StencilWriteMaskGBuffer]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


			HLSLPROGRAM
            #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define ASE_SRP_VERSION 101000

            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY

			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile _ LIGHT_LAYERS
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_GBUFFER

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				float4 uv1 : TEXCOORD3;
				float4 uv2 : TEXCOORD4;
				
				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
			};


			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription 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.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#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_SUBSURFACE_SCATTERING) || 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_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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 );

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

				bentNormalWS = surfaceData.normalWS;

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

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

                #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

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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;

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

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

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

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				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.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
				outputPackedVaryingsMeshToPS.uv2.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;
				
				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;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				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;
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput,
						OUTPUT_GBUFFER(outGBuffer)
						#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : SV_Depth
						#endif
						
						)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				float4 tangentWS = packedInput.tangentWS.xyzw;

				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.uv1.xyzw;
				input.texCoord2 = packedInput.uv2.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
				half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
				SurfaceData surfaceData;
				BuiltinData builtinData;

				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				
				surfaceDescription.BaseColor = _Albedo.rgb;
				surfaceDescription.Normal = float3( 0, 0, 1 );
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = 0;

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = _Specular.rgb;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = _Smoothness;
				surfaceDescription.Occlusion = 1;
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ALPHATEST_SHADOW_ON
				surfaceDescription.AlphaClipThresholdShadow = 0.5;
				#endif

				surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5;
				surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5;

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 0;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = 0;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = 0;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

				GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
				ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer );
				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}

			ENDHLSL
		}

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

			Cull Off

			HLSLPROGRAM

			#define _MATERIAL_FEATURE_SPECULAR_COLOR 1
			#define _SPECULAR_OCCLUSION_FROM_AO 1
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_SRP_VERSION 101000


			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile _ LIGHT_LAYERS

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT

			#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

			#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(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription 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.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#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_SUBSURFACE_SCATTERING) || 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_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif

				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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 );

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

				bentNormalWS = surfaceData.normalWS;

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

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

                #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

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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 );

				builtinData.emissiveColor = surfaceDescription.Emission;

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

			CBUFFER_START(UnityMetaPass)
			bool4 unity_MetaVertexControl;
			bool4 unity_MetaFragmentControl;
			CBUFFER_END

			float unity_OneOverOutputBoost;
			float unity_MaxOutputValue;

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh  )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				float2 uv = float2(0.0, 0.0);
				if (unity_MetaVertexControl.x)
				{
					uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				}
				else if (unity_MetaVertexControl.y)
				{
					uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				}

				outputPackedVaryingsMeshToPS.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0);
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				
				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;
				o.uv0 = v.uv0;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				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;
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			float4 Frag(PackedVaryingsMeshToPS packedInput  ) : 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
				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);

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				
				surfaceDescription.BaseColor = _Albedo.rgb;
				surfaceDescription.Normal = float3( 0, 0, 1 );
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = 0;

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = _Specular.rgb;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = _Smoothness;
				surfaceDescription.Occlusion = 1;
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 1;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

				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);
				if (unity_MetaFragmentControl.x)
				{
					res.rgb = clamp(pow(abs(lightTransportData.diffuseColor), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue);
				}

				if (unity_MetaFragmentControl.y)
				{
					res.rgb = lightTransportData.emissiveColor;
				}

				return res;
			}

			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#define _MATERIAL_FEATURE_SPECULAR_COLOR 1
			#define _SPECULAR_OCCLUSION_FROM_AO 1
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_SRP_VERSION 101000


			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ SHADOWS_SHADOWMASK

			#pragma vertex Vert
			#pragma fragment Frag

			#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.core/ShaderLibrary/TextureStack.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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			//#define USE_LEGACY_UNITY_MATRIX_VARIABLES

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

			#define SHADERPASS SHADERPASS_SHADOWS

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				
				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
			};

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

				surfaceData.specularOcclusion = 1.0;

				// surface data

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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.tangentToWorld[2], surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

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

                #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

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(AlphaSurfaceDescription 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
				#ifdef _ALPHATEST_SHADOW_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
				#else
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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 );

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

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				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;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh 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( PackedVaryingsMeshToPS 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)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

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

				float3 positionRWS = packedInput.positionRWS.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
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0;
				
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ALPHATEST_SHADOW_ON
				surfaceDescription.AlphaClipThresholdShadow = 0.5;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );

                #ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				//outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}
			ENDHLSL
		}

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

			Cull Off

			HLSLPROGRAM

            #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define ASE_SRP_VERSION 101000


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma editor_sync_compilation

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
		    #define SCENESELECTIONPASS 1

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/ShaderLibrary/PickingSpaceTransforms.hlsl"
			#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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				
				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
			};

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

				surfaceData.specularOcclusion = 1.0;

				// surface data

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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.tangentToWorld[2], surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

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

                #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

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SceneSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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 );

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

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				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;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh 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( PackedVaryingsMeshToPS packedInput
						#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
						, out float4 outColor : SV_Target0
						#else
							#ifdef WRITE_MSAA_DEPTH
							// We need the depth color as SV_Target0 for alpha to coverage
							, 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

							// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
							#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

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

				float3 positionRWS = packedInput.positionRWS.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
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0;
				
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				//outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}
			ENDHLSL
		}

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

			Cull [_CullMode]

			ZWrite On

			Stencil
			{
				Ref [_StencilRefDepth]
				WriteMask [_StencilWriteMaskDepth]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


			HLSLPROGRAM

            #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define ASE_SRP_VERSION 101000


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_NORMAL_BUFFER
			#pragma multi_compile _ WRITE_MSAA_DEPTH
			#pragma multi_compile _ WRITE_DECAL_BUFFER

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_DEPTH_ONLY

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				
				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
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription 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;

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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 );

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

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

                #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

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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 );

				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
			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

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

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				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.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				
				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;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh 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( PackedVaryingsMeshToPS 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)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

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

				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				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(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
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
				
				surfaceDescription.Normal = float3( 0, 0, 1 );
				surfaceDescription.Smoothness = _Smoothness;
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				//outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif

				#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
				DecalPrepassData decalPrepassData;
				decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
				decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
				EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "Motion Vectors"
			Tags { "LightMode"="MotionVectors" }

			Cull [_CullMode]

			ZWrite On

			Stencil
			{
				Ref [_StencilRefMV]
				WriteMask [_StencilWriteMaskMV]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


			HLSLPROGRAM

            #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define ASE_SRP_VERSION 101000


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_NORMAL_BUFFER
			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_MOTION_VECTORS

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/Lit/Lit.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"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				
				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
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription 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;

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif

				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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 );

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

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

                #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

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SmoothSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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 );

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

			AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
			{
				_TimeParameters.xyz = timeParameters;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS =  inputMesh.normalOS ;
				return inputMesh;
			}

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
				AttributesMesh defaultMesh = inputMesh;

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

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

				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)
						AttributesMesh previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)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

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}

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

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				
				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.previousPositionOS = v.previousPositionOS;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
				o.precomputedVelocity = v.precomputedVelocity;
				#endif
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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.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
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh 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( PackedVaryingsMeshToPS 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 : SV_Depth
					#endif
				
				)
			{
				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;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceData surfaceData;
				BuiltinData builtinData;

				SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
				
				surfaceDescription.Normal = float3( 0, 0, 1 );
				surfaceDescription.Smoothness = _Smoothness;
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

				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_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );

				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.vmeshPositionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				//outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.vmeshPositionCS.z;
				#endif

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

			ENDHLSL
		}

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

			Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]

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

			Stencil
			{
				Ref [_StencilRef]
				WriteMask [_StencilWriteMask]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


            ColorMask [_ColorMaskTransparentVel] 1

			HLSLPROGRAM

            #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define ASE_SRP_VERSION 101000


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
            #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
			#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST

			#pragma vertex Vert
			#pragma fragment Frag

			#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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

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

			#define SHADERPASS SHADERPASS_FORWARD
		    #define HAS_LIGHTLOOP 1

			#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_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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

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

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #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/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/Lit/Lit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

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

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				float4 uv1 : TEXCOORD3;
				float4 uv2 : TEXCOORD4;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 vpassPositionCS : TEXCOORD5;
					float3 vpassPreviousPositionCS : TEXCOORD6;
				#endif
				
				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
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription 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.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#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_SUBSURFACE_SCATTERING) || 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_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && 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 );

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

				bentNormalWS = surfaceData.normalWS;

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

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


                #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

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription 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
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				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;

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

			AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
			{
				_TimeParameters.xyz = timeParameters;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = inputMesh.normalOS;
				inputMesh.tangentOS = inputMesh.tangentOS;
				return inputMesh;
			}

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
				AttributesMesh defaultMesh = inputMesh;

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

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

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

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 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)
						AttributesMesh previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)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

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}
				#endif

				outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
				outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2;

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw);
					outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
				#endif
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				
				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;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = v.previousPositionOS;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = v.precomputedVelocity;
					#endif
				#endif
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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")]
			PackedVaryingsMeshToPS 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;
				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;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					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
				#endif
				
				#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 = _TessPhongStrength;
				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
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag(PackedVaryingsMeshToPS packedInput,
					#ifdef OUTPUT_SPLIT_LIGHTING
						out float4 outColor : SV_Target0,
						out float4 outDiffuseLighting : SV_Target1,
						OUTPUT_SSSBUFFER(outSSSBuffer)
					#else
						out float4 outColor : SV_Target0
					#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						, out float4 outMotionVec : SV_Target1
					#endif
					#endif
					#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : SV_Depth
					#endif
					
						)
			{
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
				#endif

				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				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(tangentWS, normalWS);
				input.texCoord1 = packedInput.uv1.xyzw;
				input.texCoord2 = packedInput.uv2.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
				half isFrontFace = input.isFrontFace;

				input.positionSS.xy = _OffScreenRendering > 0 ? (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 );

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				
				surfaceDescription.BaseColor = _Albedo.rgb;
				surfaceDescription.Normal = float3( 0, 0, 1 );
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = 0;

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = _Specular.rgb;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = _Smoothness;
				surfaceDescription.Occlusion = 1;
				surfaceDescription.Alpha = 1;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 1;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = 0;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = 0;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#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)
						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 (!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
			}
			ENDHLSL
		}

		
	    Pass
        {
			
            Name "ScenePickingPass"
            Tags { "LightMode"="Picking" }

            Cull [_CullMode]

            HLSLPROGRAM

			#define _MATERIAL_FEATURE_SPECULAR_COLOR 1
			#define _SPECULAR_OCCLUSION_FROM_AO 1
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_SRP_VERSION 101000


			#pragma editor_sync_compilation

			#pragma vertex Vert
			#pragma fragment Frag

            #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.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define VARYINGS_NEED_TANGENT_TO_WORLD

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

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENEPICKINGPASS 1

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

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

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

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

			float4 _SelectionID;
            CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Specular;
			float _Smoothness;
			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 _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 _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 DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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 VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_POSITION;
				float3 normalWS : TEXCOORD0;
				float4 tangentWS : TEXCOORD1;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
            struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};


            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 _ALPHATEST_ON
                    float alphaCutoff = surfaceDescription.AlphaClipThreshold;
                    GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
                #endif

                ZERO_INITIALIZE(SurfaceData, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
                #if UNITY_VIRTUAL_TEXTURING
				builtinData.vtPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
                #endif

                builtinData.opacity = surfaceDescription.Alpha;

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

                #ifdef _ALPHATEST_ON
				builtinData.alphaClipTreshold = alphaCutoff;
                #endif

                ApplyDebugToBuiltinData(builtinData);

            }


			VertexOutput VertexFunction(VertexInput inputMesh  )
			{

				VertexOutput o;
				ZERO_INITIALIZE(VertexOutput, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

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

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =   defaultVertexValue ;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

				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.normalWS.xyz =  normalWS;
				o.tangentWS.xyzw =  tangentWS;

				return o;
			}

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (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;
				
				#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 = _TessPhongStrength;
				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
						
					)
			{
				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.positionCS;

				input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);

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

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				
				surfaceDescription.Alpha = 1;
				surfaceDescription.AlphaClipThreshold =  _AlphaCutoff;


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

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
				outColor = _SelectionID;
			}

            ENDHLSL
		}
		
	}
	
	CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI"
	
	Fallback Off
}
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ASEEND*/
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