Shader /*ase_name*/ "Hidden/HDRP/Unlit" /*end*/
{
	Properties
	{
		/*ase_props*/
		[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 1
		[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
		[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) = 2 // StencilUsage.DistortionVectors
		[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 2 // StencilUsage.DistortionVectors
		[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] _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)
		[HideInInspector] _DistortionEnable("_DistortionEnable",Float) = 0
		[HideInInspector] _DistortionOnly("_DistortionOnly",Float) = 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] _SupportDecals("Support Decals", Float) = 1
		[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
		[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)
		[HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0)

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

	SubShader
	{
		/*ase_subshader_options:Name=Additional Options
			Port:Forward Unlit:Vertex Offset
				On:SetDefine:HAVE_MESH_MODIFICATION 1
			Option:Surface Type:Opaque,Transparent:Opaque
				Opaque:SetShaderProperty:_SurfaceType,0
				Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
				Opaque:ShowOption:  Rendering Pass
				Opaque:HideOption:  Rendering Pass
				Opaque:HideOption:  Blending Mode
				Opaque:HideOption:  Receive Fog
				Opaque:HideOption:  Distortion
				Opaque:HideOption:  Depth Write
				Opaque:HideOption:  Cull Mode
				Opaque:HideOption:  Depth Test
				Transparent:SetShaderProperty:_SurfaceType,1
				Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
				Transparent:HideOption:  Rendering Pass
				Transparent:ShowOption:  Rendering Pass
				Transparent:ShowOption:  Blending Mode
				Transparent:ShowOption:  Receive Fog
				Transparent:ShowOption:  Distortion
				Transparent:ShowOption:  Depth Write
				Transparent:ShowOption:  Cull Mode
				Transparent:ShowOption:  Depth Test
			Option:  Rendering Pass :Default,After Post-Process:Default
				Default:SetPropertyOnSubShader:RenderQueue,Geometry,+0
				Default:SetShaderProperty:_RenderQueueType,1
				After Post-Process:SetPropertyOnSubShader:RenderQueue,AlphaTest,+51
				After Post-Process:SetShaderProperty:_RenderQueueType,2
			Option:  Rendering Pass:Before Refraction,Default,Low Resolution,After Post-Process:Default
				Before Refraction:SetPropertyOnSubShader:RenderQueue,Transparent,-250
				Before Refraction:SetShaderProperty:_RenderQueueType,4
				Default:SetPropertyOnSubShader:RenderQueue,Transparent,+0
				Default:SetShaderProperty:_RenderQueueType,5
				Low Resolution:SetPropertyOnSubShader:RenderQueue,Transparent,+400
				Low Resolution:SetShaderProperty:_RenderQueueType,6
				After Post-Process:SetPropertyOnSubShader:RenderQueue,Transparent,+700
				After Post-Process:SetShaderProperty:_RenderQueueType,7
			Option:  Blending Mode:Alpha,Premultiply,Additive:Alpha
				Alpha:SetShaderProperty:_BlendMode,0
				Additive:SetShaderProperty:_BlendMode,1
				Premultiply:SetShaderProperty:_BlendMode,4
			Option:  Receive Fog:false,true:true
				true:SetShaderProperty:_EnableFogOnTransparent,1
				false,disable:SetShaderProperty:_EnableFogOnTransparent,0
				true:SetDefine:pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
				false:RemoveDefine:pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
			Option:  Distortion:false,true:false
				true:ExcludeAllPassesBut:DistortionVectors
				true:IncludePass:DistortionVectors
				true:SetShaderProperty:_DistortionEnable,1
				true:ShowOption:    Distortion Mode
				true:ShowOption:    Distortion Only
				true:ShowPort:Forward Unlit:Distortion
				true:ShowPort:Forward Unlit:Distortion Blur
				false,disable:ExcludePass:DistortionVectors
				false:SetShaderProperty:_DistortionEnable,0
				false,disable:HideOption:    Distortion Mode
				false,disable:HideOption:    Distortion Only
				false,disable:HidePort:Forward Unlit:Distortion
				false,disable:HidePort:Forward Unlit:Distortion Blur
			Option:    Distortion Mode:Add,Multiply,Replace:Add
				Add:SetPropertyOnPass:DistortionVectors:BlendRGB,One,One
				Add:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,One
				Multiply:SetPropertyOnPass:DistortionVectors:BlendRGB,DstColor,Zero
				Multiply:SetPropertyOnPass:DistortionVectors:BlendAlpha,DstAlpha,Zero
				Replace:SetPropertyOnPass:DistortionVectors:BlendRGB,One,Zero
				Replace:SetPropertyOnPass:DistortionVectors:BlendAlpha,One,Zero
			Option:    Distortion Only:false,true:true
				true:SetPropertyOnPass:DistortionVectors:ZTest,LEqual
				true:SetShaderProperty:_DistortionOnly,1
				false:SetPropertyOnPass:DistortionVectors:ZTest,Always
				false:SetShaderProperty:_DistortionOnly,0
			Option:  Depth Write:false,true:true
				true:SetShaderProperty:_ZWrite,1
				false:SetShaderProperty:_ZWrite,0
			Option:  Cull Mode:Back,Front:Back
				Back:SetShaderProperty:_TransparentCullMode,2
				Front:SetShaderProperty:_TransparentCullMode,1
			Option:  Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
				Never:SetShaderProperty:_ZTestTransparent,1
				Less:SetShaderProperty:_ZTestTransparent,2
				Equal:SetShaderProperty:_ZTestTransparent,3
				Less Equal:SetShaderProperty:_ZTestTransparent,4
				Greater:SetShaderProperty:_ZTestTransparent,5
				Not Equal:SetShaderProperty:_ZTestTransparent,6
				Greater Equal:SetShaderProperty:_ZTestTransparent,7
				Always:SetShaderProperty:_ZTestTransparent,8
			Option:Double-Sided:true,false:false
				false:SetShaderProperty:_DoubleSidedEnable,0
				true:SetShaderProperty:_DoubleSidedEnable,1
			Option:Alpha Clipping:false,true:false
				true:SetShaderProperty:_AlphaCutoffEnable,1
				true:ShowPort:Forward Unlit:Alpha Clip Threshold
				false:HidePort:Forward Unlit:Alpha Clip Threshold
			Option:Receive Decals:false,true:true
				true:RemoveDefine:shader_feature_local _DISABLE_DECALS
				false:SetDefine:shader_feature_local _DISABLE_DECALS
			Option:Motion Vectors:false,true:true
				true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				true:ShowOption:  Add Precomputed Velocity
				false:HideOption:  Add Precomputed Velocity
				true:IncludePass:MotionVectors
				false:ExcludePass:MotionVectors
				true:SetOption:Tessellation,0
			Option:  Add Precomputed Velocity:false,true:false
                false,disable:RemoveDefine:pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
				true:SetDefine:pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
				true:SetShaderProperty:_AddPrecomputedVelocity,1
			Option:Shadow Matte:false,true:false
				false,disable:SetShaderProperty:_ShadowMatteFilter,//[HideInInspector] _ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
				false,disable:HidePort:Forward Unlit:Shadow Tint
				false,disable:RemoveDefine:_ENABLE_SHADOW_MATTE 1
				false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
				false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
				false,disable:RemoveDefine:Forward Unlit:pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
				false,disable:RemoveDefine:MotionVectors:WRITE_NORMAL_BUFFER
				false,disable:RemoveDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER
				true:SetDefine:_ENABLE_SHADOW_MATTE 1
				true:ShowPort:Forward Unlit:Shadow Tint
				true:SetDefine:Forward Unlit:pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
				true:SetDefine:Forward Unlit:pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
				true:SetDefine:Forward Unlit:pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
				true:SetDefine:MotionVectors:WRITE_NORMAL_BUFFER
				true:SetDefine:DepthForwardOnly:WRITE_NORMAL_BUFFER
			Option:Cast Shadows:false,true:true
				true:IncludePass:ShadowCaster
				false,disable:ExcludePass:ShadowCaster
			Option:GPU Instancing:false,true:true
				true:SetDefine:pragma multi_compile_instancing
				true:SetDefine:pragma instancing_options renderinglayer
				false:RemoveDefine:pragma multi_compile_instancing
				false:RemoveDefine:pragma instancing_options renderinglayer
			Option:Tessellation:false,true:false
				true:SetDefine:ASE_TESSELLATION 1
				true:SetDefine:pragma require tessellation tessHW
				true:SetDefine:pragma hull HullFunction
				true:SetDefine:pragma domain DomainFunction
				true:ShowOption:  Phong
				true:ShowOption:  Type
				false,disable:RemoveDefine:ASE_TESSELLATION 1
				false,disable:RemoveDefine:pragma require tessellation tessHW
				false,disable:RemoveDefine:pragma hull HullFunction
				false,disable:RemoveDefine:pragma domain DomainFunction
				false,disable:HideOption:  Phong
				false,disable:HideOption:  Type
				true:SetOption:Motion Vectors,0
			Option:  Phong:false,true:false
				true:SetDefine:ASE_PHONG_TESSELLATION
				false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
				true:ShowOption:  Strength
				false,disable:HideOption:  Strength
			Field:  Strength:Float:0.5:0:1:_TessPhongStrength
				Change:SetMaterialProperty:_TessPhongStrength
				Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
			Option:  Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
				Fixed:SetDefine:ASE_FIXED_TESSELLATION
				Fixed,Distance Based:ShowOption:  Tess
				Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
				Distance Based:ShowOption:  Min
				Distance Based:ShowOption:  Max
				Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
				Edge Length,Edge Length Cull:ShowOption:  Edge Length
				Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
				Edge Length Cull:ShowOption:  Max Displacement
				disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
				disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
				disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
				disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
				disable,Edge Length,Edge Length Cull:HideOption:  Tess
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Min
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Max
				disable,Fixed,Distance Based:HideOption:  Edge Length
				disable,Fixed,Distance Based,Edge Length:HideOption:  Max Displacement
			Field:  Tess:Float:16:1:32:_TessValue
				Change:SetMaterialProperty:_TessValue
				Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
				Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
			Field:  Min:Float:10:_TessMin
				Change:SetMaterialProperty:_TessMin
				Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
				Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
			Field:  Max:Float:25:_TessMax
				Change:SetMaterialProperty:_TessMax
				Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
			Field:  Edge Length:Float:16:2:50:_TessEdgeLength
				Change:SetMaterialProperty:_TessEdgeLength
				Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
				Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
			Field:  Max Displacement:Float:25:_TessMaxDisp
				Change:SetMaterialProperty:_TessMaxDisp
				Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
			Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:Forward Unlit:6,Vertex Position
				Relative:SetPortName:Forward Unlit:6,Vertex Offset
			Option:LOD CrossFade:false,true:false
				true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
				false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
		*/

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

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

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

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

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

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

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

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

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

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

			return CalcTriEdgeTessFactors (f);
		}

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

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

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

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

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

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

			ColorMask [_ColorMaskTransparentVel] 1

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

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

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

			#define SHADERPASS SHADERPASS_FORWARD_UNLIT

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

			#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
				#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
				#define HAS_LIGHTLOOP
				#define SHADOW_OPTIMIZE_REGISTER_USAGE 1

				#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

			#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"

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 clipPosV : TEXCOORD0;
				float3 positionRWS : TEXCOORD1;
				/*ase_interp(2,):sp=sp.xyzw;rwp=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Color;
				float3 Emission;
				float4 ShadowTint;
				float Alpha;
				float AlphaClipThreshold;
				float4 VTPackedFeedback;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.color = surfaceDescription.Color;
			}

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

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

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

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);

				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif

				#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
					HDShadowContext shadowContext = InitShadowContext();
					float shadow;
					float3 shadow3;
					posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
					float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
					uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
					ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
					shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));

					float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
					float  localAlpha  = saturate(shadowColor.a + surfaceDescription.Alpha);

					#ifdef _SURFACE_TYPE_TRANSPARENT
						surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
					#else
						surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
					#endif
					localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
					surfaceDescription.Alpha = localAlpha;
				#endif

				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity = surfaceDescription.Alpha;

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

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

				builtinData.emissiveColor = surfaceDescription.Emission;

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

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

                ApplyDebugToBuiltinData(builtinData);
			}

			float GetDeExposureMultiplier()
			{
			#if defined(DISABLE_UNLIT_DEEXPOSURE)
				return 1.0;
			#else
				return _DeExposureMultiplier;
			#endif
			}

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

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;6;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;7;-1;_VertexNormal*/inputMesh.normalOS/*end*/;

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

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

			void Frag( VertexOutput packedInput,
						out float4 outColor : SV_Target0
						#ifdef UNITY_VIRTUAL_TEXTURING
						,out float4 outVTFeedback : VT_BUFFER_TARGET
						#endif
						#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
					/*ase_frag_input*/
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				
				/*ase_local_var:rwp*/float3 PositionRWS = packedInput.positionRWS;
				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
				/*ase_local_var:sp*/float4 ClipPos = packedInput.clipPosV;
				/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
		
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = PositionRWS;

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

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/;
				surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.ShadowTint = /*ase_frag_out:Shadow Tint;Float4;8;-1;_ShadowTint*/float4( 0, 0 ,0 ,1 )/*end*/;
				float2 Distortion = /*ase_frag_out:Distortion;Float2;4;-1;_Distortion*/float2 ( 0, 0 )/*end*/;
				float DistortionBlur = /*ase_frag_out:Distortion Blur;Float;5;-1;_DistortionBlur*/0/*end*/;

				surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

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

				#if defined(_ENABLE_SHADOW_MATTE)
				bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
				#endif


			#ifdef DEBUG_DISPLAY
				if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
				{
					if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
					{
						builtinData.emissiveColor = 0.0;
					}
					else
					{
						bsdfData.color = 0.0;
					}
				}
			#endif

				float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
				outResult = EvaluateAtmosphericScattering(posInput, V, outResult);

				#ifdef DEBUG_DISPLAY
					int bufferSize = int(_DebugViewMaterialArray[0].x);
					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = int(_DebugViewMaterialArray[index].x);
						if (indexMaterialProperty != 0)
						{
							float3 result = float3(1.0, 0.0, 1.0);
							bool needLinearToSRGB = false;

							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));

							outResult = float4(result, 1.0);
						}
					}

					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outResult = result;
					}
				#endif

				outColor = outResult;

				#ifdef _DEPTHOFFSET_ON
					outputDepth = posInput.deviceDepth;
				#endif

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

			ENDHLSL
		}

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

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

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

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

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 clipPosV : TEXCOORD0;
				float3 positionRWS : TEXCOORD1;
				/*ase_interp(2,):sp=sp.xyzw;rwp=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif
			}

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

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

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

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);

				ZERO_INITIALIZE (BuiltinData, builtinData);
				builtinData.opacity = surfaceDescription.Alpha;

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

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

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

                ApplyDebugToBuiltinData(builtinData);
			}

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

			void Frag( VertexOutput packedInput
						#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(_DEPTHOFFSET_ON)
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
					/*ase_frag_input*/
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
		
				/*ase_local_var:rwp*/float3 PositionRWS = packedInput.positionRWS;
				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
				/*ase_local_var:sp*/float4 ClipPos = packedInput.clipPosV;
				/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = PositionRWS;

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

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

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

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

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

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

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

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

			Cull Off

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma shader_feature EDITOR_VISUALIZATION

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

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

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
			#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/FragInputs.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				#ifdef EDITOR_VISUALIZATION
				float2 VizUV : TEXCOORD0;
				float4 LightCoord : TEXCOORD1;
				#endif
				/*ase_interp(2,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};


			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Color;
				float3 Emission;
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
			{
				ZERO_INITIALIZE( SurfaceData, surfaceData );
				surfaceData.color = surfaceDescription.Color;

				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif
			}

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

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

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

				BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
				ZERO_INITIALIZE( BuiltinData, builtinData );
				builtinData.opacity = surfaceDescription.Alpha;
				#if defined(DEBUG_DISPLAY)
					builtinData.renderingLayers = GetMeshRenderingLightLayer();
				#endif

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

				builtinData.emissiveColor = surfaceDescription.Emission;

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


                ApplyDebugToBuiltinData(builtinData);
			}

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

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

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

				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;
				}

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

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

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

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

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

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/;
				surfaceDescription.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/0/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold =  /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;

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

				BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
				LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );

				float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
				UnityMetaInput metaInput;
				metaInput.Albedo = lightTransportData.diffuseColor.rgb;
				metaInput.Emission = lightTransportData.emissiveColor;
			#ifdef EDITOR_VISUALIZATION
				metaInput.VizUV = packedInput.VizUV;
				metaInput.LightCoord = packedInput.LightCoord;
			#endif
				res = UnityMetaFragment(metaInput);

				return res;
			}

			ENDHLSL
		}

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

			Cull Off

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma editor_sync_compilation

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENESELECTIONPASS 1

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

			int _ObjectId;
			int _PassValue;

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				/*ase_interp(0,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};


			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

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

				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif
			}

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

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

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;

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

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


                ApplyDebugToBuiltinData(builtinData);
			}

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

			void Frag( VertexOutput packedInput
					, out float4 outColor : SV_Target0
					#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
					#endif
					/*ase_frag_input*/
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

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

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
			}

			ENDHLSL
		}

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

			Cull [_CullMode]
			ZWrite On
			Stencil
			{
			   WriteMask [_StencilWriteMaskDepth]
			   Ref [_StencilRefDepth]
			   Comp Always
			   Pass Replace
			}

			ColorMask 0 0

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DEPTH_ONLY

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

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 clipPosV : TEXCOORD0;
				float3 positionRWS : TEXCOORD1;
				/*ase_interp(2,):sp=sp.xyzw;rwp=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif
			}

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

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

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

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;

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

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

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

                ApplyDebugToBuiltinData(builtinData);
			}

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

			void Frag( VertexOutput packedInput
						#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(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
					/*ase_frag_input*/
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
		
				/*ase_local_var:rwp*/float3 PositionRWS = packedInput.positionRWS;
				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
				/*ase_local_var:sp*/float4 ClipPos = packedInput.clipPosV;
				/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
		
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = PositionRWS;

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

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

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

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

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

			ENDHLSL
		}

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

			Cull [_CullMode]

			ZWrite On

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

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

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

			#define SHADERPASS SHADERPASS_MOTION_VECTORS

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

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				/*ase_interp(3,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				#ifdef WRITE_NORMAL_BUFFER
				surfaceData.normalWS = fragInputs.tangentToWorld[2];
				#endif
			}

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

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

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

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;

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


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


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

                ApplyDebugToBuiltinData(builtinData);
			}

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

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

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				return inputMesh;
			}

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

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

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

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

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

				//#if defined(UNITY_REVERSED_Z)
				//	VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
				//#else
				//	VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
				//#endif

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

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

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

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

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

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

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

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

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

			void Frag( VertexOutput packedInput
						#ifdef WRITE_MSAA_DEPTH
						, out float4 depthColor : SV_Target0
						, out float4 outMotionVector : SV_Target1
							#ifdef WRITE_DECAL_BUFFER
							, out float4 outDecalBuffer : SV_Target2
							#endif
						#else
						, out float4 outMotionVector : SV_Target0
							#ifdef WRITE_DECAL_BUFFER
							, out float4 outDecalBuffer : SV_Target1
							#endif
						#endif

						#ifdef WRITE_NORMAL_BUFFER
						, out float4 outNormalBuffer : SV_TARGET_NORMAL
						#endif

						#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : DEPTH_OFFSET_SEMANTIC
						#endif
						/*ase_frag_input*/
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.vmeshPositionCS;
				input.positionRWS = packedInput.vmeshInterp00.xyz;

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

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

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

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

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

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

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

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

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

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

				#if defined(WRITE_DECAL_BUFFER)
					DecalPrepassData decalPrepassData;
					#ifdef _DISABLE_DECALS
					ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
					#else
					decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
					decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
					#endif
					EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
					outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0;
				#endif

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

			ENDHLSL
		}

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

			Blend One One, One One
			BlendOp Add, Add

			Cull [_CullMode]
			ZTest LEqual
			ZWrite Off

			Stencil
			{
				WriteMask [_StencilWriteMaskDistortionVec]
				Ref [_StencilRefDistortionVec]
				Comp Always
				Pass Replace
			}

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

			#define SHADERPASS SHADERPASS_DISTORTION
            #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/FragInputs.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

			#define SHADER_UNLIT

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			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

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 clipPosV : TEXCOORD0;
				float3 positionRWS : TEXCOORD1;
				/*ase_interp(2,):sp=sp.xyzw;rwp=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float2 Distortion;
				float DistortionBlur;
			};

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

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );

				ZERO_INITIALIZE( BuiltinData, builtinData );
				builtinData.opacity = surfaceDescription.Alpha;

				builtinData.distortion = surfaceDescription.Distortion;
				builtinData.distortionBlur = surfaceDescription.DistortionBlur;
			}

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

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

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

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

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

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

			float4 Frag( VertexOutput packedInput /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
		
				/*ase_local_var:rwp*/float3 PositionRWS = packedInput.positionRWS;
				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir( packedInput.positionRWS );
				/*ase_local_var:sp*/float4 ClipPos = packedInput.clipPosV;
				/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( packedInput.clipPosV, _ProjectionParams.x );
		
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = PositionRWS;

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

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

				surfaceDescription.Distortion = /*ase_frag_out:Distortion;Float2;2;-1;_Distortion*/float2 (0,0)/*end*/;
				surfaceDescription.DistortionBlur = /*ase_frag_out:Distortion Blur;Float;3;-1;_DistortionBlur*/0/*end*/;

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

				float4 outBuffer;
				EncodeDistortion( builtinData.distortion, builtinData.distortionBlur, true, outBuffer );
				return outBuffer;
			}
			ENDHLSL
		}

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

            Cull [_CullMode]

			HLSLPROGRAM

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC

			#pragma editor_sync_compilation

			#pragma multi_compile _ DOTS_INSTANCING_ON

			#pragma vertex Vert
			#pragma fragment Frag

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

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

            #define ATTRIBUTES_NEED_NORMAL
            #define ATTRIBUTES_NEED_TANGENT
            #define VARYINGS_NEED_TANGENT_TO_WORLD

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENEPICKINGPASS 1

			#define SHADER_UNLIT

			float4 _SelectionID;

            CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			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 _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _EnableBlendModePreserveSpecularLighting;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			/*ase_globals*/

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

			/*ase_pragma*/

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

			struct VertexOutput
			{
				float4 positionCS : SV_POSITION;
				float3 normalWS : TEXCOORD0;
				float4 tangentWS : TEXCOORD1;
				/*ase_interp(2,):sp=sp.xyzw;wn=tc0;wt=tc1*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			/*ase_funcs*/

            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

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


				ZERO_INITIALIZE(SurfaceData, surfaceData);

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

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

                #ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = alphaCutoff;
                #endif

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


                ApplyDebugToBuiltinData(builtinData);

            }


			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/ )
			{

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

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

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

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;

				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;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

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

			void Frag(	VertexOutput packedInput
						, out float4 outColor : SV_Target0
						/*ase_frag_input*/
					)
			{
				UNITY_SETUP_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;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold =  /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;


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

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

            ENDHLSL
        }

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

			Cull [_CullMode]
			ZTest LEqual
			ZWrite Off

			HLSLPROGRAM

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
	
			#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG

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

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

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

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

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

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

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

				return output;
			}

			FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
			{
				UNITY_SETUP_INSTANCE_ID(input);
				VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
				return BuildFragInputs(unpacked);
			}

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

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

			PackedVaryingsType Vert(AttributesMesh inputMesh)
			{
				VaryingsType varyingsType;
				varyingsType.vmesh = VertMesh(inputMesh);
				return PackVaryingsType(varyingsType);
			}

			#if !defined(_DEPTHOFFSET_ON)
			[earlydepthstencil] // quad overshading debug mode writes to UAV
			#endif
			void Frag(PackedVaryingsToPS packedInput)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
				FragInputs input = UnpackVaryingsToFragInputs(packedInput);

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

			#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
				if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
				{
					IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
				}
			#endif
			}

			ENDHLSL
		}
		/*ase_pass_end*/
	}
	/*ase_lod*/
	CustomEditor "Rendering.HighDefinition.HDUnlitGUI"
	FallBack "Hidden/InternalErrorShader"
}
