Shader /*ase_name*/ "Hidden/Universal/Experimental/2D Unlit" /*end*/
{
	Properties
	{
		/*ase_props*/
	}

	SubShader
	{
		/*ase_subshader_options:Name=Additional Options
			Option:Vertex Position:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:Unlit:3,Vertex Position
				Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Relative:SetPortName:Unlit:3,Vertex Offset
		*/

		Tags
		{
			"RenderPipeline" = "UniversalPipeline"
			"RenderType" = "Transparent"
			"Queue" = "Transparent+0"
		}

		Cull Off
		HLSLINCLUDE
		#pragma target 2.0
		#pragma prefer_hlslcc gles
		#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible

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

		/*ase_pass*/
		Pass
		{
			Name "Unlit"
			Tags { }

			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
			ZTest LEqual
			ZWrite Off
			Offset 0,0
			ColorMask RGBA
			/*ase_stencil*/

			HLSLPROGRAM

			#pragma vertex vert
			#pragma fragment frag

			#pragma multi_compile _ ETC1_EXTERNAL_ALPHA

			#define _SURFACE_TYPE_TRANSPARENT 1
			#define SHADERPASS_SPRITEUNLIT

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

			/*ase_pragma*/

			/*ase_globals*/

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 color : COLOR;
				/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 texCoord0 : TEXCOORD0;
				float4 color : TEXCOORD1;
				/*ase_interp(2,):sp=sp;uv0=tc0;c=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#if ETC1_EXTERNAL_ALPHA
				TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
				float _EnableAlphaTexture;
			#endif

			float4 _RendererColor;

			/*ase_funcs*/

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

				/*ase_vert_code:v=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
				v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz );

				o.texCoord0 = v.uv0;
				o.color = v.color;
				o.clipPos = vertexInput.positionCS;

				return o;
			}

			half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				/*ase_frag_code:IN=VertexOutput*/
				float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;

				#if ETC1_EXTERNAL_ALPHA
					float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
					Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
				#endif

				Color *= IN.color;

				return Color;
			}

			ENDHLSL
		}
	}
	CustomEditor "ASEMaterialInspector"
	FallBack "Hidden/InternalErrorShader"
}
