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							- Shader "FlatKit/Stylized Surface"
 
- {
 
-     Properties
 
-     {
 
-         [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
 
-         [KeywordEnum(None, Single, Steps, Curve)]_CelPrimaryMode("Cel Shading Mode", Float) = 1
 
-         _ColorDim ("[_CELPRIMARYMODE_SINGLE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _ColorDimSteps ("[_CELPRIMARYMODE_STEPS]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _ColorDimCurve ("[_CELPRIMARYMODE_CURVE]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _SelfShadingSize ("[_CELPRIMARYMODE_SINGLE]Self Shading Size", Range(0, 1)) = 0.5
 
-         _ShadowEdgeSize ("[_CELPRIMARYMODE_SINGLE]Edge Size", Range(0, 0.5)) = 0.05
 
-         _Flatness ("[_CELPRIMARYMODE_SINGLE]Localized Shading", Range(0, 1)) = 1.0
 
-         [IntRange]_CelNumSteps ("[_CELPRIMARYMODE_STEPS]Number Of Steps", Range(1, 10)) = 3.0
 
-         _CelStepTexture ("[_CELPRIMARYMODE_STEPS][LAST_PROP_STEPS]Cel steps", 2D) = "black" {}
 
-         _CelCurveTexture ("[_CELPRIMARYMODE_CURVE][LAST_PROP_CURVE]Ramp", 2D) = "black" {}
 
-         [Space(10)]
 
-         [Toggle(DR_CEL_EXTRA_ON)] _CelExtraEnabled("Enable Extra Cel Layer", Int) = 0
 
-         _ColorDimExtra ("[DR_CEL_EXTRA_ON]Color Shaded", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _SelfShadingSizeExtra ("[DR_CEL_EXTRA_ON]Self Shading Size", Range(0, 1)) = 0.6
 
-         _ShadowEdgeSizeExtra ("[DR_CEL_EXTRA_ON]Edge Size", Range(0, 0.5)) = 0.05
 
-         _FlatnessExtra ("[DR_CEL_EXTRA_ON]Localized Shading", Range(0, 1)) = 1.0
 
-         [Space(10)]
 
-         [Toggle(DR_SPECULAR_ON)] _SpecularEnabled("Enable Specular", Int) = 0
 
-         [HDR] _FlatSpecularColor("[DR_SPECULAR_ON]Specular Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _FlatSpecularSize("[DR_SPECULAR_ON]Specular Size", Range(0.0, 1.0)) = 0.1
 
-         _FlatSpecularEdgeSmoothness("[DR_SPECULAR_ON]Specular Edge Smoothness", Range(0.0, 1.0)) = 0
 
-         [Space(10)]
 
-         [Toggle(DR_RIM_ON)] _RimEnabled("Enable Rim", Int) = 0
 
-         [HDR] _FlatRimColor("[DR_RIM_ON]Rim Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _FlatRimLightAlign("[DR_RIM_ON]Light Align", Range(0.0, 1.0)) = 0
 
-         _FlatRimSize("[DR_RIM_ON]Rim Size", Range(0, 1)) = 0.5
 
-         _FlatRimEdgeSmoothness("[DR_RIM_ON]Rim Edge Smoothness", Range(0, 1)) = 0.5
 
-         [Space(10)]
 
-         [Toggle(DR_GRADIENT_ON)] _GradientEnabled("Enable Height Gradient", Int) = 0
 
-         [HDR] _ColorGradient("[DR_GRADIENT_ON]Gradient Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         [KeywordEnum(World, Local)]_GradientSpace("[DR_GRADIENT_ON]Space", Float) = 0
 
-         _GradientCenterX("[DR_GRADIENT_ON]Center X", Float) = 0
 
-         _GradientCenterY("[DR_GRADIENT_ON]Center Y", Float) = 0
 
-         _GradientSize("[DR_GRADIENT_ON]Size", Float) = 10.0
 
-         _GradientAngle("[DR_GRADIENT_ON]Gradient Angle", Range(0, 360)) = 0
 
-         [Space(10)]
 
-         [Toggle(DR_OUTLINE_ON)] _OutlineEnabled("Enable Outline", Int) = 0
 
-         _OutlineWidth("[DR_OUTLINE_ON]Width", Float) = 1.0
 
-         _OutlineColor("[DR_OUTLINE_ON]Color", Color) = (1, 1, 1, 1)
 
-     	_OutlineScale("[DR_OUTLINE_ON]Scale", Float) = 1.0
 
-         [Toggle(DR_OUTLINE_SMOOTH_NORMALS)] _VertexExtrusionSmoothNormals("[DR_OUTLINE_ON]Smooth Normals", Float) = 0.0
 
-         _OutlineDepthOffset("[DR_OUTLINE_ON]Depth Offset", Range(0, 1)) = 0.0
 
-         [KeywordEnum(Screen, Object)] _OutlineSpace("[DR_OUTLINE_ON]Space", Float) = 0.0
 
-         _CameraDistanceImpact("[DR_OUTLINE_ON][_OUTLINESPACE_SCREEN]Camera Distance Impact", Range(0, 1)) = 0.0
 
-         [Space(10)]
 
-         [Toggle(DR_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
 
-         _LightContribution("[FOLDOUT(Advanced Lighting){6}]Light Color Contribution", Range(0, 1)) = 0
 
-         _LightFalloffSize("Point / Spot Light Edge", Range(0, 1)) = 0
 
-         // Used to provide light direction to cel shading if all light in the scene is baked.
 
-         [Toggle(DR_ENABLE_LIGHTMAP_DIR)]_OverrideLightmapDir("Override Light Direction", Int) = 0
 
-         _LightmapDirectionPitch("[DR_ENABLE_LIGHTMAP_DIR]Pitch", Range(0, 360)) = 0
 
-         _LightmapDirectionYaw("[DR_ENABLE_LIGHTMAP_DIR]Yaw", Range(0, 360)) = 0
 
-         [HideInInspector] _LightmapDirection("Direction", Vector) = (0, 1, 0, 0)
 
-         [KeywordEnum(None, Multiply, Color)] _UnityShadowMode ("[FOLDOUT(Unity Built-in Shadows){5}]Mode", Float) = 0
 
-         _UnityShadowPower("[_UNITYSHADOWMODE_MULTIPLY]Power", Range(0, 1)) = 0.2
 
-         _UnityShadowColor("[_UNITYSHADOWMODE_COLOR]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _UnityShadowSharpness("Sharpness", Range(1, 10)) = 1.0
 
-         [Toggle(_UNITYSHADOW_OCCLUSION)]_UnityShadowOcclusion("Shadow Occlusion", Int) = 0
 
-         [MainTexture] _BaseMap("[FOLDOUT(Texture Maps){11}]Albedo", 2D) = "white" {}
 
-     	[Toggle(_BASEMAP_PREMULTIPLY)]_BaseMapPremultiply("[_]Mix Into Shading", Int) = 0
 
-         [KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
 
-         _TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
 
-         _DetailMap("Detail Map", 2D) = "white" {}
 
-         _DetailMapColor("[]Detail Color", Color) = (1,1,1,1)
 
-         [KeywordEnum(Multiply, Add, Interpolate)]_DetailMapBlendingMode("[]Blending Mode", Float) = 0
 
-     	_DetailMapImpact("[]Detail Impact", Range(0, 1)) = 0.0
 
-         _BumpMap ("Normal Map", 2D) = "bump" {}
 
-     	
 
-         _EmissionMap ("Emission Map", 2D) = "white" {}
 
-         [HDR]_EmissionColor("Emission Color", Color) = (1, 1, 1, 1)
 
-         [HideInInspector] _Cutoff ("Base Alpha Cutoff", Range (0, 1)) = .5
 
-         // Blending state
 
-         [HideInInspector] _Surface("__surface", Float) = 0.0
 
-         [HideInInspector] _Blend("__blend", Float) = 0.0
 
-         [HideInInspector] _AlphaClip("__clip", Float) = 0.0
 
-         [HideInInspector] _SrcBlend("__src", Float) = 1.0
 
-         [HideInInspector] _DstBlend("__dst", Float) = 0.0
 
-         [HideInInspector] _ZWrite("__zw", Float) = 1.0
 
-         [HideInInspector] _Cull("__cull", Float) = 2.0
 
-         // Editmode props
 
-         [HideInInspector] _QueueOffset("Queue Offset", Float) = 0.0
 
- 		/* start CurvedWorld */
 
- 		//[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
 
- 		/* end CurvedWorld */
 
-     }
 
-     SubShader
 
-     {
 
-         Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
 
-         LOD 300
 
-     	HLSLINCLUDE
 
-     	// #define FLAT_KIT_DOTS_INSTANCING_ON // Uncomment to enable DOTS instancing
 
-     	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl"
 
-     	ENDHLSL
 
-         Pass
 
-         {
 
-             Name "ForwardLit"
 
-             Tags {"LightMode" = "UniversalForwardOnly"}
 
-             Blend[_SrcBlend][_DstBlend]
 
-             ZWrite[_ZWrite]
 
-             Cull[_Cull]
 
-             HLSLPROGRAM
 
-             #pragma shader_feature_local_fragment __ _CELPRIMARYMODE_SINGLE _CELPRIMARYMODE_STEPS _CELPRIMARYMODE_CURVE
 
-             #pragma shader_feature_local_fragment DR_CEL_EXTRA_ON
 
-             #pragma shader_feature_local_fragment DR_GRADIENT_ON
 
-             #pragma shader_feature_local_fragment __ _GRADIENTSPACE_WORLD _GRADIENTSPACE_LOCAL
 
-             #pragma shader_feature_local_fragment DR_SPECULAR_ON
 
-             #pragma shader_feature_local_fragment DR_RIM_ON
 
-             #pragma shader_feature_local DR_VERTEX_COLORS_ON
 
-             #pragma shader_feature_local_fragment DR_ENABLE_LIGHTMAP_DIR
 
-             #pragma shader_feature_local_fragment __ _UNITYSHADOWMODE_MULTIPLY _UNITYSHADOWMODE_COLOR
 
-             #pragma shader_feature_local_fragment _TEXTUREBLENDINGMODE_MULTIPLY _TEXTUREBLENDINGMODE_ADD
 
-             #pragma shader_feature_local_fragment _UNITYSHADOW_OCCLUSION
 
-             #pragma shader_feature_local_fragment _BASEMAP_PREMULTIPLY
 
-             // -------------------------------------
 
-             // Material Keywords
 
-             #pragma shader_feature_local_fragment _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
 
-             // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
 
-             // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             #pragma shader_feature_local _NORMALMAP
 
-             #pragma shader_feature_local_fragment _EMISSION
 
-             #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
 
-             #if UNITY_VERSION >= 600000
 
-             #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
 
-             #endif
 
-             // -------------------------------------
 
-             // Universal Pipeline keywords
 
-             #if VERSION_GREATER_EQUAL(11, 0)
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
 
-             #else
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
 
-             #endif
 
-             #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
 
-             #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
 
-             #pragma multi_compile _ SHADOWS_SHADOWMASK
 
-             #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
 
-             #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
 
-             #if VERSION_GREATER_EQUAL(12, 0)
 
-             #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
 
-             #pragma multi_compile _ _LIGHT_LAYERS
 
-             #pragma multi_compile_fragment _ _LIGHT_COOKIES
 
-             #endif
 
-             #if UNITY_VERSION >= 202220 && UNITY_VERSION < 600000
 
-             #pragma multi_compile _ _FORWARD_PLUS
 
-             #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
 
-             #endif
 
-             #if UNITY_VERSION >= 600000
 
-             #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
 
-             #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
 
-             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
 
-             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
 
-             #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
 
-             #pragma multi_compile _ _FORWARD_PLUS
 
-             #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
-             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
 
-             #else
 
-             #pragma multi_compile_fragment _ _SHADOWS_SOFT
 
-             #endif
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
-             #pragma multi_compile _ LIGHTMAP_ON
 
-             #pragma multi_compile_fog
 
-             #if UNITY_VERSION >= 202220
 
-             #pragma multi_compile _ DYNAMICLIGHTMAP_ON
 
-             #pragma multi_compile_fragment _ DEBUG_DISPLAY
 
-             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
-             #endif
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma instancing_options renderinglayer
 
-             #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
 
-             #pragma target 4.5							// Uncomment to enable DOTs instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON	// Uncomment to enable DOTs instancing
 
-             #endif
 
-             // Detail map.
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
-             #pragma shader_feature_local_fragment _DETAILMAPBLENDINGMODE_MULTIPLY _DETAILMAPBLENDINGMODE_ADD _DETAILMAPBLENDINGMODE_INTERPOLATE
 
-             TEXTURE2D(_DetailMap);
 
-             SAMPLER(sampler_DetailMap);
 
-             #pragma vertex StylizedPassVertex
 
-             #pragma fragment StylizedPassFragment
 
-             #if UNITY_VERSION >= 202230
 
-             #define BUMP_SCALE_NOT_SUPPORTED 1
 
-             #endif
 
-             // TODO: Toggle _NORMALMAP from the editor script.
 
-             #define _NORMALMAP
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "LibraryUrp/LitForwardPass_DR.hlsl"
 
-             #include "LibraryUrp/Lighting_DR.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
-         Pass
 
-         {
 
-         	// Renderer Feature outline pass.
 
-             Name "Outline"
 
-             Tags{"LightMode" = "Outline"}
 
-             Cull Front
 
-             HLSLPROGRAM
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #pragma vertex VertexProgram
 
-             #pragma fragment FragmentProgram
 
-             #pragma multi_compile _ DR_OUTLINE_ON
 
-             #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
 
-             #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
 
-             #pragma multi_compile_fog
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             struct VertexInput
 
-             {
 
-                 float4 position : POSITION;
 
-                 float3 normal : NORMAL;
 
-             	#if defined(DR_OUTLINE_SMOOTH_NORMALS)
 
-                 float4 uv2 : TEXCOORD2;
 
-                 #endif
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-             };
 
-             struct VertexOutput
 
-             {
 
-                 float4 position : SV_POSITION;
 
-                 float fogCoord : TEXCOORD1;
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-                 UNITY_VERTEX_OUTPUT_STEREO
 
-             };
 
-             float4 ObjectToClipPos(float4 pos)
 
-             {
 
-                 return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
 
-             }
 
-             float4 ObjectToClipDir(float3 dir)
 
-             {
 
-                 return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
 
-             }
 
-             VertexOutput VertexProgram(VertexInput v)
 
-             {
 
-                 #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 
-                     CURVEDWORLD_TRANSFORM_VERTEX(v.position)
 
-                 #endif
 
-                 UNITY_SETUP_INSTANCE_ID(v);
 
-                 VertexOutput o = (VertexOutput)0;
 
-                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 
- 	            #if defined(DR_OUTLINE_ON)
 
-             		#if defined(DR_OUTLINE_SMOOTH_NORMALS)
 
-             			float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
 
-             			v.normal = v.uv2.xyz / objectScale;
 
-             		#endif
 
-             	
 
-             		#if defined(_OUTLINESPACE_OBJECT)
 
-             			float3 offset = v.normal * _OutlineWidth * 0.01;
 
- 		                float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0)); 
 
- 					#else
 
- 		                float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
 
- 		                const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
 
- 						const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
 
- 		                const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
 
- 		                const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
 
- 		                clipPosition.xy += offset;
 
-             		#endif
 
-             		// Depth offset
 
- 		            {
 
- 			            const half outlineDepthOffset = _OutlineDepthOffset * .1;
 
-                     	#if UNITY_REVERSED_Z
 
-                     	clipPosition.z -= outlineDepthOffset;
 
-                     	#else
 
-                     	clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
 
-                     	#endif
 
- 		            }
 
- 	                o.position = clipPosition;
 
- 	                o.fogCoord = ComputeFogFactor(o.position.z);
 
-                 #endif
 
-             	
 
-                 return o;
 
-             }
 
-             half4 FragmentProgram(VertexOutput i) : SV_TARGET
 
-             {
 
-                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
 
-                 half4 color = _OutlineColor;
 
-                 color.rgb = MixFog(color.rgb, i.fogCoord);
 
-                 return color;
 
-             }
 
-             ENDHLSL
 
-         }
 
-         Pass
 
-         {
 
-             Name "Outline (Legacy)"
 
-             Tags{"LightMode" = "SRPDefaultUnlit"}
 
-             Cull Front
 
-             HLSLPROGRAM
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #pragma vertex VertexProgram
 
-             #pragma fragment FragmentProgram
 
-             #pragma multi_compile _ DR_OUTLINE_ON
 
-             #pragma multi_compile _ DR_OUTLINE_SMOOTH_NORMALS
 
-             #pragma multi_compile __ _OUTLINESPACE_SCREEN _OUTLINESPACE_OBJECT
 
-             #pragma multi_compile_fog
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             struct VertexInput
 
-             {
 
-                 float4 position : POSITION;
 
-                 float3 normal : NORMAL;
 
-             	#if defined(DR_OUTLINE_SMOOTH_NORMALS)
 
-                 float4 uv2 : TEXCOORD2;
 
-                 #endif
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-             };
 
-             struct VertexOutput
 
-             {
 
-                 float4 position : SV_POSITION;
 
-                 float fogCoord : TEXCOORD1;
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-                 UNITY_VERTEX_OUTPUT_STEREO
 
-             };
 
-             float4 ObjectToClipPos(float4 pos)
 
-             {
 
-                 return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos.xyz, 1)));
 
-             }
 
-             float4 ObjectToClipDir(float3 dir)
 
-             {
 
-                 return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(dir.xyz, 0)));
 
-             }
 
-             VertexOutput VertexProgram(VertexInput v)
 
-             {
 
-                 #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 
-                     CURVEDWORLD_TRANSFORM_VERTEX(v.position)
 
-                 #endif
 
-                 UNITY_SETUP_INSTANCE_ID(v);
 
-                 VertexOutput o = (VertexOutput)0;
 
-                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 
- 	            #if defined(DR_OUTLINE_ON)
 
-             		#if defined(DR_OUTLINE_SMOOTH_NORMALS)
 
-             			float3 objectScale = abs(UNITY_MATRIX_M[0].xyz) + abs(UNITY_MATRIX_M[1].xyz) + abs(UNITY_MATRIX_M[2].xyz);
 
-             			v.normal = v.uv2.xyz / objectScale;
 
-             		#endif
 
-             	
 
-             		#if defined(_OUTLINESPACE_OBJECT)
 
-             			float3 offset = v.normal * _OutlineWidth * 0.01;
 
- 		                float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale + float4(offset, 0)); 
 
- 					#else
 
- 		                float4 clipPosition = ObjectToClipPos(v.position * _OutlineScale);
 
- 		                const float3 clipNormal = ObjectToClipDir(v.normal).xyz;
 
- 						const float2 aspectRatio = float2(_ScreenParams.x / _ScreenParams.y, 1);
 
- 		                const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
 
- 		                const float2 offset = normalize(clipNormal.xy) / aspectRatio * _OutlineWidth * cameraDistanceImpact * 0.005;
 
- 		                clipPosition.xy += offset;
 
-             		#endif
 
-             		// Depth offset
 
- 		            {
 
- 			            const half outlineDepthOffset = _OutlineDepthOffset * .1;
 
-                     	#if UNITY_REVERSED_Z
 
-                     	clipPosition.z -= outlineDepthOffset;
 
-                     	#else
 
-                     	clipPosition.z += outlineDepthOffset * (1.0 - UNITY_NEAR_CLIP_VALUE);
 
-                     	#endif
 
- 		            }
 
- 	                o.position = clipPosition;
 
- 	                o.fogCoord = ComputeFogFactor(o.position.z);
 
-                 #endif
 
-             	
 
-                 return o;
 
-             }
 
-             half4 FragmentProgram(VertexOutput i) : SV_TARGET
 
-             {
 
-                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
 
-                 half4 color = _OutlineColor;
 
-                 color.rgb = MixFog(color.rgb, i.fogCoord);
 
-                 return color;
 
-             }
 
-             ENDHLSL
 
-         }
 
-         // All the following passes are from URP SimpleLit.shader.
 
-         // UsePass "Universal Render Pipeline/Simple Lit/..." - not included in build and produces z-buffer glitches in
 
-         // local and global outlines combination.
 
-         Pass
 
-         {
 
-             Name "ShadowCaster"
 
-             Tags{"LightMode" = "ShadowCaster"}
 
-             ZWrite On
 
-             ZTest LEqual
 
-             ColorMask 0
 
-             Cull[_Cull]
 
-             HLSLPROGRAM
 
-             // -------------------------------------
 
-             // Material Keywords
 
-             #pragma shader_feature_local _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
 
-             #pragma target 4.5							// Uncomment to enable DOTs instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON	// Uncomment to enable DOTs instancing
 
-             #endif
 
-             // -------------------------------------
 
-             // Universal Pipeline keywords
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #if UNITY_VERSION >= 202220
 
-             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
-             #endif
 
-             // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
 
-             #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
 
-             #pragma vertex ShadowPassVertex
 
-             #pragma fragment ShadowPassFragment
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
- 		Pass
 
-         {
 
-             Name "GBuffer"
 
-             Tags{"LightMode" = "UniversalGBuffer"}
 
-             ZWrite[_ZWrite]
 
-             ZTest LEqual
 
-             Cull[_Cull]
 
-             HLSLPROGRAM
 
-             // -------------------------------------
 
-             // Material Keywords
 
-             #pragma shader_feature_local_fragment _ALPHATEST_ON
 
-             // #pragma shader_feature _ALPHAPREMULTIPLY_ON
 
-             // #pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
 
-             // #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             #pragma shader_feature_local _NORMALMAP
 
-             #pragma shader_feature_local_fragment _EMISSION
 
-             #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
 
-             #if UNITY_VERSION >= 600000
 
-             #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
 
-             #endif
 
-             // -------------------------------------
 
-             // Universal Pipeline keywords
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
 
-             //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
 
-             //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
 
-             #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
 
-             #pragma multi_compile_fragment _ _LIGHT_LAYERS
 
-             #if UNITY_VERSION >= 600000
 
-             #define _ENVIRONMENTREFLECTIONS_OFF 1 // Fixes flickering when Probe Blending is enabled on Renderer.
 
-             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
 
-             #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
 
-             #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
 
-             #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
 
-             #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
 
-             #else
 
-             #pragma multi_compile_fragment _ _SHADOWS_SOFT
 
-             #endif
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
-             #pragma multi_compile _ LIGHTMAP_ON
 
-             #pragma multi_compile _ DYNAMICLIGHTMAP_ON
 
-             #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
 
-             #pragma multi_compile _ SHADOWS_SHADOWMASK
 
-             #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
 
-             #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma instancing_options renderinglayer
 
-             #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
 
-             #pragma target 4.5							// Uncomment to enable DOTs instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON	// Uncomment to enable DOTs instancing
 
-             #endif
 
-             #pragma vertex LitPassVertexSimple
 
-             #pragma fragment LitPassFragmentSimple
 
-             #define BUMP_SCALE_NOT_SUPPORTED 1
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl"
 
-             ENDHLSL
 
-         }
 
-         Pass
 
-         {
 
-             Name "DepthOnly"
 
-             Tags{"LightMode" = "DepthOnly"}
 
-             ZWrite On
 
-             ColorMask 0
 
-             Cull[_Cull]
 
-             HLSLPROGRAM
 
-             #pragma vertex DepthOnlyVertex
 
-             #pragma fragment DepthOnlyFragment
 
-             // -------------------------------------
 
-             // Material Keywords
 
-             #pragma shader_feature_local _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #if UNITY_VERSION >= 202220
 
-             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
-             #endif
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
 
-             #pragma target 4.5							// Uncomment to enable DOTs instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON	// Uncomment to enable DOTs instancing
 
-             #endif
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
-         // This pass is used when drawing to a _CameraNormalsTexture texture
 
-         Pass
 
-         {
 
-             Name "DepthNormals"
 
-             Tags{"LightMode" = "DepthNormals"}
 
-             ZWrite On
 
-             Cull[_Cull]
 
-             HLSLPROGRAM
 
-             #pragma vertex DepthNormalsVertex
 
-             #pragma fragment DepthNormalsFragment
 
-             // -------------------------------------
 
-             // Material Keywords
 
-             #pragma shader_feature_local _NORMALMAP
 
-             #pragma shader_feature_local _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #if UNITY_VERSION >= 202220
 
-             #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
-             // Universal Pipeline keywords
 
-             #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
 
-             #endif
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #if defined(FLAT_KIT_DOTS_INSTANCING_ON)
 
-             #pragma target 4.5							// Uncomment to enable DOTs instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON	// Uncomment to enable DOTs instancing
 
-             #endif
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
-         // This pass it not used during regular rendering, only for lightmap baking.
 
-         Pass
 
-         {
 
-             Name "Meta"
 
-             Tags{ "LightMode" = "Meta" }
 
-             Cull Off
 
-             HLSLPROGRAM
 
-             #pragma vertex UniversalVertexMeta
 
-             #pragma fragment UniversalFragmentMetaSimple
 
-             #if UNITY_VERSION >= 202220
 
-             #pragma shader_feature EDITOR_VISUALIZATION
 
-             #endif
 
-             #pragma shader_feature_local_fragment _EMISSION
 
-             #pragma shader_feature_local_fragment _SPECGLOSSMAP
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
-         Pass
 
-         {
 
-             Name "Universal2D"
 
-             Tags{ "LightMode" = "Universal2D" }
 
-             Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" }
 
-             HLSLPROGRAM
 
-             #pragma vertex vert
 
-             #pragma fragment frag
 
-             #pragma shader_feature_local_fragment _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
 
-             #include "LibraryUrp/StylizedInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
 
- 			/* start CurvedWorld */
 
- 			//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 
- 			//#define CURVEDWORLD_BEND_ID_1
 
- 			//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 
- 			//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 			//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
 
- 			/* end CurvedWorld */
 
-             ENDHLSL
 
-         }
 
-     }
 
-     Fallback "Hidden/Universal Render Pipeline/FallbackError"
 
-     CustomEditor "StylizedSurfaceEditor"
 
- }
 
 
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