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							- Shader "FlatKit/Stylized Surface With Outline"
 
- {
 
-     Properties
 
-     {
 
-         [MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
 
-         [Space(10)]
 
-         [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]Shadow 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]Shadow 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)
 
-         _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_VERTEX_COLORS_ON)] _VertexColorsEnabled("Enable Vertex Colors", Int) = 0
 
-         _LightContribution("[FOLDOUT(Advanced Lighting){5}]Light Color Contribution", Range(0, 1)) = 0
 
-         _LightFalloffSize("Light edge width (point / spot)", Range(0, 1)) = 0
 
-         // Used to provide light direction to cel shading if all light in the scene is baked.
 
-         [Space(5)]
 
-         [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){4}]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
 
-         [MainTexture] _BaseMap("[FOLDOUT(Texture maps){6}]Albedo", 2D) = "white" {}
 
-         [Space][KeywordEnum(Multiply, Add)]_TextureBlendingMode("[_]Blending Mode", Float) = 0
 
-         [Space]_TextureImpact("[_]Texture Impact", Range(0, 1)) = 1.0
 
-         [Space(20)]_BumpMap ("Normal Map", 2D) = "bump" {}
 
-         _EmissionMap ("Emission Map", 2D) = "black" {}
 
-         [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
 
-         // --------------------- OUTLINE PROPS -----------------------
 
-         _OutlineColor("[FOLDOUT(Outline){5}]Color", Color) = (0.85023, 0.85034, 0.85045, 0.85056)
 
-         _OutlineWidth("Width", Float) = 0.01
 
-         _OutlineScale("Scale", Float) = 1.0
 
-         _OutlineDepthOffset("Depth Offset", Range(0, 1)) = 0.0
 
-         _CameraDistanceImpact("Camera Distance Impact", Range(0, 1)) = 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
 
-         UsePass "FlatKit/Stylized Surface/ForwardLit"
 
-         Pass
 
-         {
 
-             Cull Front
 
-             CGPROGRAM
 
-             #include "UnityInstancing.cginc"
 
-             #include "UnityCG.cginc"
 
-             /* 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 */
 
-             #pragma vertex VertexProgram
 
-             #pragma fragment FragmentProgram
 
-             #pragma multi_compile_fog
 
-             UNITY_INSTANCING_BUFFER_START(OutlineProps)
 
-             UNITY_DEFINE_INSTANCED_PROP(half4, _OutlineColor)
 
-             UNITY_DEFINE_INSTANCED_PROP(half, _OutlineWidth)
 
-             UNITY_DEFINE_INSTANCED_PROP(half, _OutlineScale)
 
-             UNITY_DEFINE_INSTANCED_PROP(half, _OutlineDepthOffset)
 
-             UNITY_DEFINE_INSTANCED_PROP(half, _CameraDistanceImpact)
 
-             UNITY_INSTANCING_BUFFER_END(OutlineProps)
 
-             struct VertexInput
 
-             {
 
-                 float4 position : POSITION;
 
-                 float3 normal : NORMAL;
 
-                 /* start CurvedWorld */
 
-                 #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 
-                 #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 				float4 tangent    : TANGENT;
 
-                 #endif
 
-                 #endif
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-             };
 
-             struct VertexOutput
 
-             {
 
-                 float4 position : SV_POSITION;
 
-                 float3 normal : NORMAL;
 
-                 UNITY_FOG_COORDS(0)
 
-                 UNITY_VERTEX_INPUT_INSTANCE_ID
 
-                 UNITY_VERTEX_OUTPUT_STEREO
 
-             };
 
-             VertexOutput VertexProgram(VertexInput v)
 
-             {
 
-                 VertexOutput o;
 
-                 UNITY_SETUP_INSTANCE_ID(v);
 
-                 /* start CurvedWorld */
 
-                 #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 
-                 #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 
- 				      CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.position, v.normal, v.tangent)
 
-                 #else
 
- 				      CURVEDWORLD_TRANSFORM_VERTEX(v.position)
 
-                 #endif
 
-                 #endif
 
-                 /* end CurvedWorld */
 
-                 UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
 
-                 UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 
-                 float4 clipPosition = UnityObjectToClipPos(v.position * _OutlineScale);
 
-                 const float3 clipNormal = mul((float3x3)UNITY_MATRIX_VP, mul((float3x3)UNITY_MATRIX_M, v.normal));
 
-                 const half outlineWidth = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineWidth);
 
-                 const half cameraDistanceImpact = lerp(clipPosition.w, 4.0, _CameraDistanceImpact);
 
-                 const float2 offset = normalize(clipNormal.xy) / _ScreenParams.xy * outlineWidth * cameraDistanceImpact
 
-                     * 2.0;
 
-                 clipPosition.xy += offset;
 
-                 const half outlineDepthOffset = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineDepthOffset);
 
-                 clipPosition.z -= outlineDepthOffset;
 
-                 o.position = clipPosition;
 
-                 o.normal = clipNormal;
 
-                 UNITY_TRANSFER_FOG(o, o.position);
 
-                 return o;
 
-             }
 
-             half4 FragmentProgram(VertexOutput i) : SV_TARGET
 
-             {
 
-                 UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
 
-                 half4 color = UNITY_ACCESS_INSTANCED_PROP(OutlineProps, _OutlineColor);
 
-                 UNITY_APPLY_FOG(i.fogCoord, color);
 
-                 return color;
 
-             }
 
-             ENDCG
 
-         }
 
-         // All the following passes are from URP SimpleLit.shader.
 
-         // UsePass "Universal Render Pipeline/Simple Lit/..." - 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_fragment _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON
 
-             #pragma vertex ShadowPassVertex
 
-             #pragma fragment ShadowPassFragment
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
 
-             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
 
-             // -------------------------------------
 
-             // Universal Pipeline keywords
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
 
-             #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
 
-             //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
 
-             //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
 
-             #pragma multi_compile _ _SHADOWS_SOFT
 
-             #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
 
-             // -------------------------------------
 
-             // Unity defined keywords
 
-             #pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
-             #pragma multi_compile _ LIGHTMAP_ON
 
-             #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON
 
-             #pragma vertex LitPassVertexSimple
 
-             #pragma fragment LitPassFragmentSimple
 
-             #define BUMP_SCALE_NOT_SUPPORTED 1
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.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_fragment _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
 
-             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_fragment _ALPHATEST_ON
 
-             #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
 
-             //--------------------------------------
 
-             // GPU Instancing
 
-             #pragma multi_compile_instancing
 
-             #pragma multi_compile _ DOTS_INSTANCING_ON
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl"
 
-             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
 
-             #pragma shader_feature_local_fragment _EMISSION
 
-             #pragma shader_feature_local_fragment _SPECGLOSSMAP
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitMetaPass.hlsl"
 
-             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 "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl"
 
-             #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
 
-             ENDHLSL
 
-         }
 
-     }
 
-     Fallback "Hidden/Universal Render Pipeline/FallbackError"
 
-     CustomEditor "StylizedSurfaceEditor"
 
- }
 
 
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