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							- // Made with Amplify Shader Editor v1.9.8.1
 
- // Available at the Unity Asset Store - http://u3d.as/y3X 
 
- Shader "UV_liudong"
 
- {
 
- 	Properties
 
- 	{
 
- 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
 
- 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
 
- 		[HDR]_Color0("Color 0", Color) = (1,1,1,0)
 
- 		[KeywordEnum(R,G,B,A)] _useclampUV1("useclampUV", Float) = 0
 
- 		_WaveA_Tex("WaveA_Tex", 2D) = "white" {}
 
- 		_U_WaveA_speed("U_WaveA_speed", Float) = 0
 
- 		_V_WaveA_speed("V_WaveA_speed", Float) = 0
 
- 		_WaveB_Tex("WaveB_Tex", 2D) = "white" {}
 
- 		_U_WaveB_speed("U_WaveB_speed", Float) = 0
 
- 		_V_WaveB_speed("V_WaveB_speed", Float) = 0
 
- 		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
 
- 		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
 
- 		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
 
- 		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
 
- 		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
 
- 		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
 
- 		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
 
- 		//_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][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
 
- 		[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
 
- 		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
 
- 		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
 
-         [HideInInspector] _QueueControl("_QueueControl", Float) = -1
 
-         [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
 
-         [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
 
-         [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
 
- 	}
 
- 	SubShader
 
- 	{
 
- 		LOD 0
 
- 		
 
- 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
 
- 		Cull Back
 
- 		ZWrite On
 
- 		ZTest LEqual
 
- 		Offset 0 , 0
 
- 		AlphaToMask Off
 
- 		
 
- 		HLSLINCLUDE
 
- 		#pragma target 4.5
 
- 		#pragma prefer_hlslcc gles
 
- 		// ensure rendering platforms toggle list is visible
 
- 		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
 
- 		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
 
- 		#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 DistanceFromPlane (float3 pos, float4 plane)
 
- 		{
 
- 			float d = dot (float4(pos,1.0f), plane);
 
- 			return d;
 
- 		}
 
- 		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
 
- 		{
 
- 			float4 planeTest;
 
- 			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
 
- 			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
 
- 			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
 
- 			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
 
- 							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
 
- 			return !all (planeTest);
 
- 		}
 
- 		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
 
- 		{
 
- 			float3 f;
 
- 			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
 
- 			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
 
- 			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
 
- 			return CalcTriEdgeTessFactors (f);
 
- 		}
 
- 		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
 
- 		{
 
- 			float3 pos0 = mul(o2w,v0).xyz;
 
- 			float3 pos1 = mul(o2w,v1).xyz;
 
- 			float3 pos2 = mul(o2w,v2).xyz;
 
- 			float4 tess;
 
- 			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
 
- 			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
 
- 			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
 
- 			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
 
- 			return tess;
 
- 		}
 
- 		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
 
- 		{
 
- 			float3 pos0 = mul(o2w,v0).xyz;
 
- 			float3 pos1 = mul(o2w,v1).xyz;
 
- 			float3 pos2 = mul(o2w,v2).xyz;
 
- 			float4 tess;
 
- 			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
 
- 			{
 
- 				tess = 0.0f;
 
- 			}
 
- 			else
 
- 			{
 
- 				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
 
- 				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
 
- 				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
 
- 				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
 
- 			}
 
- 			return tess;
 
- 		}
 
- 		#endif //ASE_TESS_FUNCS
 
- 		ENDHLSL
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "Forward"
 
- 			Tags { "LightMode"="UniversalForward" }
 
- 			Blend One Zero, One Zero
 
- 			ZWrite On
 
- 			ZTest LEqual
 
- 			Offset 0 , 0
 
- 			ColorMask RGBA
 
- 			
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile_fragment _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
 
- 			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
 
- 			#pragma multi_compile_instancing
 
- 			#pragma instancing_options renderinglayer
 
- 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
- 			#pragma multi_compile_fog
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#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 _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
 
- 		
 
- 			#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
 
- 			#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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
 
- 			#pragma multi_compile _ _LIGHT_LAYERS
 
- 			#pragma multi_compile_fragment _ _LIGHT_COOKIES
 
- 			#pragma multi_compile _ _FORWARD_PLUS
 
- 			
 
- 			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
 
- 			#pragma multi_compile _ SHADOWS_SHADOWMASK
 
- 			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
- 			#pragma multi_compile _ LIGHTMAP_ON
 
- 			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_FORWARD
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
 
- 				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
 
- 			#endif
 
- 			#pragma shader_feature_local _USECLAMPUV1_R _USECLAMPUV1_G _USECLAMPUV1_B _USECLAMPUV1_A
 
- 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
 
- 				#define ASE_SV_DEPTH SV_DepthLessEqual
 
- 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
 
- 			#else
 
- 				#define ASE_SV_DEPTH SV_Depth
 
- 				#define ASE_SV_POSITION_QUALIFIERS
 
- 			#endif
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				float4 texcoord : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float4 lightmapUVOrVertexSH : TEXCOORD1;
 
- 				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
 
- 					half4 fogFactorAndVertexLight : TEXCOORD2;
 
- 				#endif
 
- 				float4 tSpace0 : TEXCOORD3;
 
- 				float4 tSpace1 : TEXCOORD4;
 
- 				float4 tSpace2 : TEXCOORD5;
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					float4 shadowCoord : TEXCOORD6;
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 					float2 dynamicLightmapUV : TEXCOORD7;
 
- 				#endif
 
- 				float4 ase_texcoord8 : TEXCOORD8;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			sampler2D _WaveA_Tex;
 
- 			sampler2D _WaveB_Tex;
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				output.ase_texcoord8.xy = input.texcoord.xy;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord8.zw = 0;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				input.tangentOS = input.tangentOS;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
 
- 				output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
 
- 				output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
 
- 				output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
 
- 				#if defined(LIGHTMAP_ON)
 
- 					OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
 
- 				#else
 
- 					OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
 
- 					output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 
- 				#endif
 
- 				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
 
- 					output.fogFactorAndVertexLight = 0;
 
- 					#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
 
- 						output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
 
- 					#endif
 
- 					#ifdef _ADDITIONAL_LIGHTS_VERTEX
 
- 						half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
 
- 						output.fogFactorAndVertexLight.yzw = vertexLight;
 
- 					#endif
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				float4 texcoord : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				output.tangentOS = input.tangentOS;
 
- 				output.texcoord = input.texcoord;
 
- 				output.texcoord1 = input.texcoord1;
 
- 				output.texcoord2 = input.texcoord2;
 
- 				output.ase_color = input.ase_color;
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
 
- 				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
 
- 				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
 
- 				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
 
- 				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag ( PackedVaryings input
 
- 						#ifdef ASE_DEPTH_WRITE_ON
 
- 						,out float outputDepth : ASE_SV_DEPTH
 
- 						#endif
 
- 						#ifdef _WRITE_RENDERING_LAYERS
 
- 						, out float4 outRenderingLayers : SV_Target1
 
- 						#endif
 
- 						 ) : SV_Target
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
 
- 				#if defined(LOD_FADE_CROSSFADE)
 
- 					LODFadeCrossFade( input.positionCS );
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
 
- 					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
 
- 					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
 
- 					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
 
- 				#else
 
- 					float3 WorldNormal = normalize( input.tSpace0.xyz );
 
- 					float3 WorldTangent = input.tSpace1.xyz;
 
- 					float3 WorldBiTangent = input.tSpace2.xyz;
 
- 				#endif
 
- 				float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
 
- 				float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					ShadowCoords = input.shadowCoord;
 
- 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 				#endif
 
- 				half2 texCoord12 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult19 = (half4(_U_WaveA_speed , _V_WaveA_speed , 0.0 , 0.0));
 
- 				half4 temp_output_23_0 = ( appendResult19 * _TimeParameters.x );
 
- 				half4 tex2DNode4 = tex2D( _WaveA_Tex, ( half4( texCoord12, 0.0 , 0.0 ) + temp_output_23_0 ).xy );
 
- 				#if defined( _USECLAMPUV1_R )
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#elif defined( _USECLAMPUV1_G )
 
- 				half staticSwitch30 = tex2DNode4.g;
 
- 				#elif defined( _USECLAMPUV1_B )
 
- 				half staticSwitch30 = tex2DNode4.b;
 
- 				#elif defined( _USECLAMPUV1_A )
 
- 				half staticSwitch30 = tex2DNode4.a;
 
- 				#else
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#endif
 
- 				half2 texCoord13 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult20 = (half4(_U_WaveB_speed , _V_WaveB_speed , 0.0 , 0.0));
 
- 				half temp_output_6_0 = ( staticSwitch30 * tex2D( _WaveB_Tex, ( half4( texCoord13, 0.0 , 0.0 ) + ( appendResult20 * _TimeParameters.x ) ).xy ).r );
 
- 				
 
- 				float3 BaseColor = float3(0.5, 0.5, 0.5);
 
- 				float3 Normal = float3(0, 0, 1);
 
- 				float3 Emission = ( _Color0 * temp_output_6_0 * input.ase_color ).rgb;
 
- 				float3 Specular = 0.5;
 
- 				float Metallic = 0;
 
- 				float Smoothness = 0.5;
 
- 				float Occlusion = 1;
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				float AlphaClipThresholdShadow = 0.5;
 
- 				float3 BakedGI = 0;
 
- 				float3 RefractionColor = 1;
 
- 				float RefractionIndex = 1;
 
- 				float3 Transmission = 1;
 
- 				float3 Translucency = 1;
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					float DepthValue = input.positionCS.z;
 
- 				#endif
 
- 				#ifdef _CLEARCOAT
 
- 					float CoatMask = 0;
 
- 					float CoatSmoothness = 0;
 
- 				#endif
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				InputData inputData = (InputData)0;
 
- 				inputData.positionWS = WorldPosition;
 
- 				inputData.positionCS = input.positionCS;
 
- 				inputData.viewDirectionWS = WorldViewDirection;
 
- 				#ifdef _NORMALMAP
 
- 						#if _NORMAL_DROPOFF_TS
 
- 							inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
 
- 						#elif _NORMAL_DROPOFF_OS
 
- 							inputData.normalWS = TransformObjectToWorldNormal(Normal);
 
- 						#elif _NORMAL_DROPOFF_WS
 
- 							inputData.normalWS = Normal;
 
- 						#endif
 
- 					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
 
- 				#else
 
- 					inputData.normalWS = WorldNormal;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					inputData.shadowCoord = ShadowCoords;
 
- 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 					inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
 
- 				#else
 
- 					inputData.shadowCoord = float4(0, 0, 0, 0);
 
- 				#endif
 
- 				#ifdef ASE_FOG
 
- 					inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
 
- 				#endif
 
- 				#ifdef _ADDITIONAL_LIGHTS_VERTEX
 
- 					inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					float3 SH = SampleSH(inputData.normalWS.xyz);
 
- 				#else
 
- 					float3 SH = input.lightmapUVOrVertexSH.xyz;
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
 
- 				#else
 
- 					inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
 
- 				#endif
 
- 				#ifdef ASE_BAKEDGI
 
- 					inputData.bakedGI = BakedGI;
 
- 				#endif
 
- 				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
 
- 				inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
 
- 				#if defined(DEBUG_DISPLAY)
 
- 					#if defined(DYNAMICLIGHTMAP_ON)
 
- 						inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
 
- 					#endif
 
- 					#if defined(LIGHTMAP_ON)
 
- 						inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
 
- 					#else
 
- 						inputData.vertexSH = SH;
 
- 					#endif
 
- 				#endif
 
- 				SurfaceData surfaceData;
 
- 				surfaceData.albedo              = BaseColor;
 
- 				surfaceData.metallic            = saturate(Metallic);
 
- 				surfaceData.specular            = Specular;
 
- 				surfaceData.smoothness          = saturate(Smoothness),
 
- 				surfaceData.occlusion           = Occlusion,
 
- 				surfaceData.emission            = Emission,
 
- 				surfaceData.alpha               = saturate(Alpha);
 
- 				surfaceData.normalTS            = Normal;
 
- 				surfaceData.clearCoatMask       = 0;
 
- 				surfaceData.clearCoatSmoothness = 1;
 
- 				#ifdef _CLEARCOAT
 
- 					surfaceData.clearCoatMask       = saturate(CoatMask);
 
- 					surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
 
- 				#endif
 
- 				#ifdef _DBUFFER
 
- 					ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
 
- 				#endif
 
- 				#ifdef _ASE_LIGHTING_SIMPLE
 
- 					half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
 
- 				#else
 
- 					half4 color = UniversalFragmentPBR( inputData, surfaceData);
 
- 				#endif
 
- 				#ifdef ASE_TRANSMISSION
 
- 				{
 
- 					float shadow = _TransmissionShadow;
 
- 					#define SUM_LIGHT_TRANSMISSION(Light)\
 
- 						float3 atten = Light.color * Light.distanceAttenuation;\
 
- 						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
 
- 						half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
 
- 						color.rgb += BaseColor * transmission;
 
- 					SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
 
- 					#if defined(_ADDITIONAL_LIGHTS)
 
- 						uint meshRenderingLayers = GetMeshRenderingLayer();
 
- 						uint pixelLightCount = GetAdditionalLightsCount();
 
- 						#if USE_FORWARD_PLUS
 
- 							for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
 
- 							{
 
- 								FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
 
- 								Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
 
- 								#ifdef _LIGHT_LAYERS
 
- 								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
 
- 								#endif
 
- 								{
 
- 									SUM_LIGHT_TRANSMISSION( light );
 
- 								}
 
- 							}
 
- 						#endif
 
- 						LIGHT_LOOP_BEGIN( pixelLightCount )
 
- 							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
 
- 							#ifdef _LIGHT_LAYERS
 
- 							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
 
- 							#endif
 
- 							{
 
- 								SUM_LIGHT_TRANSMISSION( light );
 
- 							}
 
- 						LIGHT_LOOP_END
 
- 					#endif
 
- 				}
 
- 				#endif
 
- 				#ifdef ASE_TRANSLUCENCY
 
- 				{
 
- 					float shadow = _TransShadow;
 
- 					float normal = _TransNormal;
 
- 					float scattering = _TransScattering;
 
- 					float direct = _TransDirect;
 
- 					float ambient = _TransAmbient;
 
- 					float strength = _TransStrength;
 
- 					#define SUM_LIGHT_TRANSLUCENCY(Light)\
 
- 						float3 atten = Light.color * Light.distanceAttenuation;\
 
- 						atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
 
- 						half3 lightDir = Light.direction + inputData.normalWS * normal;\
 
- 						half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
 
- 						half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
 
- 						color.rgb += BaseColor * translucency * strength;
 
- 					SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
 
- 					#if defined(_ADDITIONAL_LIGHTS)
 
- 						uint meshRenderingLayers = GetMeshRenderingLayer();
 
- 						uint pixelLightCount = GetAdditionalLightsCount();
 
- 						#if USE_FORWARD_PLUS
 
- 							for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
 
- 							{
 
- 								FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
 
- 								Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
 
- 								#ifdef _LIGHT_LAYERS
 
- 								if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
 
- 								#endif
 
- 								{
 
- 									SUM_LIGHT_TRANSLUCENCY( light );
 
- 								}
 
- 							}
 
- 						#endif
 
- 						LIGHT_LOOP_BEGIN( pixelLightCount )
 
- 							Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
 
- 							#ifdef _LIGHT_LAYERS
 
- 							if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
 
- 							#endif
 
- 							{
 
- 								SUM_LIGHT_TRANSLUCENCY( light );
 
- 							}
 
- 						LIGHT_LOOP_END
 
- 					#endif
 
- 				}
 
- 				#endif
 
- 				#ifdef ASE_REFRACTION
 
- 					float4 projScreenPos = ScreenPos / ScreenPos.w;
 
- 					float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
 
- 					projScreenPos.xy += refractionOffset.xy;
 
- 					float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
 
- 					color.rgb = lerp( refraction, color.rgb, color.a );
 
- 					color.a = 1;
 
- 				#endif
 
- 				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
 
- 					color.rgb *= color.a;
 
- 				#endif
 
- 				#ifdef ASE_FOG
 
- 					#ifdef TERRAIN_SPLAT_ADDPASS
 
- 						color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
 
- 					#else
 
- 						color.rgb = MixFog(color.rgb, inputData.fogCoord);
 
- 					#endif
 
- 				#endif
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					outputDepth = DepthValue;
 
- 				#endif
 
- 				#ifdef _WRITE_RENDERING_LAYERS
 
- 					uint renderingLayers = GetMeshRenderingLayer();
 
- 					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
 
- 				#endif
 
- 				return color;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "ShadowCaster"
 
- 			Tags { "LightMode"="ShadowCaster" }
 
- 			ZWrite On
 
- 			ZTest LEqual
 
- 			AlphaToMask Off
 
- 			ColorMask 0
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#pragma multi_compile_instancing
 
- 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_SHADOWCASTER
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			
 
- 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
 
- 				#define ASE_SV_DEPTH SV_DepthLessEqual
 
- 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
 
- 			#else
 
- 				#define ASE_SV_DEPTH SV_Depth
 
- 				#define ASE_SV_POSITION_QUALIFIERS
 
- 			#endif
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float3 positionWS : TEXCOORD1;
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD2;
 
- 				#endif
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			float3 _LightDirection;
 
- 			float3 _LightPosition;
 
- 			PackedVaryings VertexFunction( Attributes input )
 
- 			{
 
- 				PackedVaryings output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
 
- 				float3 normalWS = TransformObjectToWorldDir(input.normalOS);
 
- 				#if _CASTING_PUNCTUAL_LIGHT_SHADOW
 
- 					float3 lightDirectionWS = normalize(_LightPosition - positionWS);
 
- 				#else
 
- 					float3 lightDirectionWS = _LightDirection;
 
- 				#endif
 
- 				float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
 
- 				#if UNITY_REVERSED_Z
 
- 					positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
 
- 				#else
 
- 					positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
 
- 					vertexInput.positionWS = positionWS;
 
- 					vertexInput.positionCS = positionCS;
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = positionCS;
 
- 				output.clipPosV = positionCS;
 
- 				output.positionWS = positionWS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(	PackedVaryings input
 
- 						#ifdef ASE_DEPTH_WRITE_ON
 
- 						,out float outputDepth : ASE_SV_DEPTH
 
- 						#endif
 
- 						 ) : SV_Target
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID( input );
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
 
- 				float3 WorldPosition = input.positionWS;
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 						ShadowCoords = input.shadowCoord;
 
- 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 					#endif
 
- 				#endif
 
- 				
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				float AlphaClipThresholdShadow = 0.5;
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					float DepthValue = input.positionCS.z;
 
- 				#endif
 
- 				#ifdef _ALPHATEST_ON
 
- 					#ifdef _ALPHATEST_SHADOW_ON
 
- 						clip(Alpha - AlphaClipThresholdShadow);
 
- 					#else
 
- 						clip(Alpha - AlphaClipThreshold);
 
- 					#endif
 
- 				#endif
 
- 				#if defined(LOD_FADE_CROSSFADE)
 
- 					LODFadeCrossFade( input.positionCS );
 
- 				#endif
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					outputDepth = DepthValue;
 
- 				#endif
 
- 				return 0;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "DepthOnly"
 
- 			Tags { "LightMode"="DepthOnly" }
 
- 			ZWrite On
 
- 			ColorMask R
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#pragma multi_compile_instancing
 
- 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_DEPTHONLY
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			
 
- 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
 
- 				#define ASE_SV_DEPTH SV_DepthLessEqual
 
- 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
 
- 			#else
 
- 				#define ASE_SV_DEPTH SV_Depth
 
- 				#define ASE_SV_POSITION_QUALIFIERS
 
- 			#endif
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float3 positionWS : TEXCOORD1;
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD2;
 
- 				#endif
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				output.positionWS = vertexInput.positionWS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(	PackedVaryings input
 
- 						#ifdef ASE_DEPTH_WRITE_ON
 
- 						,out float outputDepth : ASE_SV_DEPTH
 
- 						#endif
 
- 						 ) : SV_Target
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
 
- 				float3 WorldPosition = input.positionWS;
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 						ShadowCoords = input.shadowCoord;
 
- 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 					#endif
 
- 				#endif
 
- 				
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					float DepthValue = input.positionCS.z;
 
- 				#endif
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				#if defined(LOD_FADE_CROSSFADE)
 
- 					LODFadeCrossFade( input.positionCS );
 
- 				#endif
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					outputDepth = DepthValue;
 
- 				#endif
 
- 				return 0;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "Meta"
 
- 			Tags { "LightMode"="Meta" }
 
- 			Cull Off
 
- 			HLSLPROGRAM
 
- 			#pragma multi_compile_fragment _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			#pragma shader_feature EDITOR_VISUALIZATION
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_META
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#pragma shader_feature_local _USECLAMPUV1_R _USECLAMPUV1_G _USECLAMPUV1_B _USECLAMPUV1_A
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 texcoord0 : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					float3 positionWS : TEXCOORD0;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD1;
 
- 				#endif
 
- 				#ifdef EDITOR_VISUALIZATION
 
- 					float4 VizUV : TEXCOORD2;
 
- 					float4 LightCoord : TEXCOORD3;
 
- 				#endif
 
- 				float4 ase_texcoord4 : TEXCOORD4;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			sampler2D _WaveA_Tex;
 
- 			sampler2D _WaveB_Tex;
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				output.ase_texcoord4.xy = input.texcoord0.xy;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord4.zw = 0;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					output.positionWS = positionWS;
 
- 				#endif
 
- 				output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
 
- 				#ifdef EDITOR_VISUALIZATION
 
- 					float2 VizUV = 0;
 
- 					float4 LightCoord = 0;
 
- 					UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
 
- 					output.VizUV = float4(VizUV, 0, 0);
 
- 					output.LightCoord = LightCoord;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
 
- 					vertexInput.positionWS = positionWS;
 
- 					vertexInput.positionCS = output.positionCS;
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 texcoord0 : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				output.texcoord0 = input.texcoord0;
 
- 				output.texcoord1 = input.texcoord1;
 
- 				output.texcoord2 = input.texcoord2;
 
- 				output.ase_color = input.ase_color;
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
 
- 				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
 
- 				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
 
- 				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(PackedVaryings input  ) : SV_Target
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					float3 WorldPosition = input.positionWS;
 
- 				#endif
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 						ShadowCoords = input.shadowCoord;
 
- 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 					#endif
 
- 				#endif
 
- 				half2 texCoord12 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult19 = (half4(_U_WaveA_speed , _V_WaveA_speed , 0.0 , 0.0));
 
- 				half4 temp_output_23_0 = ( appendResult19 * _TimeParameters.x );
 
- 				half4 tex2DNode4 = tex2D( _WaveA_Tex, ( half4( texCoord12, 0.0 , 0.0 ) + temp_output_23_0 ).xy );
 
- 				#if defined( _USECLAMPUV1_R )
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#elif defined( _USECLAMPUV1_G )
 
- 				half staticSwitch30 = tex2DNode4.g;
 
- 				#elif defined( _USECLAMPUV1_B )
 
- 				half staticSwitch30 = tex2DNode4.b;
 
- 				#elif defined( _USECLAMPUV1_A )
 
- 				half staticSwitch30 = tex2DNode4.a;
 
- 				#else
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#endif
 
- 				half2 texCoord13 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult20 = (half4(_U_WaveB_speed , _V_WaveB_speed , 0.0 , 0.0));
 
- 				half temp_output_6_0 = ( staticSwitch30 * tex2D( _WaveB_Tex, ( half4( texCoord13, 0.0 , 0.0 ) + ( appendResult20 * _TimeParameters.x ) ).xy ).r );
 
- 				
 
- 				float3 BaseColor = float3(0.5, 0.5, 0.5);
 
- 				float3 Emission = ( _Color0 * temp_output_6_0 * input.ase_color ).rgb;
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				MetaInput metaInput = (MetaInput)0;
 
- 				metaInput.Albedo = BaseColor;
 
- 				metaInput.Emission = Emission;
 
- 				#ifdef EDITOR_VISUALIZATION
 
- 					metaInput.VizUV = input.VizUV.xy;
 
- 					metaInput.LightCoord = input.LightCoord;
 
- 				#endif
 
- 				return UnityMetaFragment(metaInput);
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "Universal2D"
 
- 			Tags { "LightMode"="Universal2D" }
 
- 			Blend One Zero, One Zero
 
- 			ZWrite On
 
- 			ZTest LEqual
 
- 			Offset 0 , 0
 
- 			ColorMask RGBA
 
- 			HLSLPROGRAM
 
- 			#pragma multi_compile_fragment _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_2D
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					float3 positionWS : TEXCOORD0;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD1;
 
- 				#endif
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID( input );
 
- 				UNITY_TRANSFER_INSTANCE_ID( input, output );
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					output.positionWS = vertexInput.positionWS;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(PackedVaryings input  ) : SV_Target
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID( input );
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					float3 WorldPosition = input.positionWS;
 
- 				#endif
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 						ShadowCoords = input.shadowCoord;
 
- 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 					#endif
 
- 				#endif
 
- 				
 
- 				float3 BaseColor = float3(0.5, 0.5, 0.5);
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				half4 color = half4(BaseColor, Alpha );
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				return color;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "DepthNormals"
 
- 			Tags { "LightMode"="DepthNormals" }
 
- 			ZWrite On
 
- 			Blend One Zero
 
- 			ZTest LEqual
 
- 			ZWrite On
 
- 			HLSLPROGRAM
 
- 			
 
- 			
 
- 			#pragma multi_compile _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#pragma multi_compile_instancing
 
- 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
 
- 			//#define SHADERPASS SHADERPASS_DEPTHNORMALS
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			
 
- 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
 
- 				#define ASE_SV_DEPTH SV_DepthLessEqual
 
- 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
 
- 			#else
 
- 				#define ASE_SV_DEPTH SV_Depth
 
- 				#define ASE_SV_POSITION_QUALIFIERS
 
- 			#endif
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float3 positionWS : TEXCOORD1;
 
- 				float3 normalWS : TEXCOORD2;
 
- 				float4 tangentWS : TEXCOORD3;
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD4;
 
- 				#endif
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				input.tangentOS = input.tangentOS;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
 
- 				float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				output.positionWS = vertexInput.positionWS;
 
- 				output.normalWS = normalWS;
 
- 				output.tangentWS = tangentWS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				output.tangentOS = input.tangentOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			void frag(	PackedVaryings input
 
- 						, out half4 outNormalWS : SV_Target0
 
- 						#ifdef ASE_DEPTH_WRITE_ON
 
- 						,out float outputDepth : ASE_SV_DEPTH
 
- 						#endif
 
- 						#ifdef _WRITE_RENDERING_LAYERS
 
- 						, out float4 outRenderingLayers : SV_Target1
 
- 						#endif
 
- 						 )
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				float3 WorldNormal = input.normalWS;
 
- 				float4 WorldTangent = input.tangentWS;
 
- 				float3 WorldPosition = input.positionWS;
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 						ShadowCoords = input.shadowCoord;
 
- 					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 					#endif
 
- 				#endif
 
- 				
 
- 				float3 Normal = float3(0, 0, 1);
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					float DepthValue = input.positionCS.z;
 
- 				#endif
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				#if defined(LOD_FADE_CROSSFADE)
 
- 					LODFadeCrossFade( input.positionCS );
 
- 				#endif
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					outputDepth = DepthValue;
 
- 				#endif
 
- 				#if defined(_GBUFFER_NORMALS_OCT)
 
- 					float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
 
- 					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
 
- 					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
 
- 					outNormalWS = half4(packedNormalWS, 0.0);
 
- 				#else
 
- 					#if defined(_NORMALMAP)
 
- 						#if _NORMAL_DROPOFF_TS
 
- 							float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
 
- 							float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
 
- 							float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
 
- 						#elif _NORMAL_DROPOFF_OS
 
- 							float3 normalWS = TransformObjectToWorldNormal(Normal);
 
- 						#elif _NORMAL_DROPOFF_WS
 
- 							float3 normalWS = Normal;
 
- 						#endif
 
- 					#else
 
- 						float3 normalWS = WorldNormal;
 
- 					#endif
 
- 					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
 
- 				#endif
 
- 				#ifdef _WRITE_RENDERING_LAYERS
 
- 					uint renderingLayers = GetMeshRenderingLayer();
 
- 					outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
 
- 				#endif
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "GBuffer"
 
- 			Tags { "LightMode"="UniversalGBuffer" }
 
- 			Blend One Zero, One Zero
 
- 			ZWrite On
 
- 			ZTest LEqual
 
- 			Offset 0 , 0
 
- 			ColorMask RGBA
 
- 			
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile_fragment _ALPHATEST_ON
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
 
- 			#pragma multi_compile_instancing
 
- 			#pragma instancing_options renderinglayer
 
- 			#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
 
- 			#pragma multi_compile_fog
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
 
- 			#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 _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
 
- 			#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
 
- 			#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
 
- 			
 
- 			#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
 
- 			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
 
- 			#pragma multi_compile _ SHADOWS_SHADOWMASK
 
- 			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
- 			#pragma multi_compile _ LIGHTMAP_ON
 
- 			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SHADERPASS SHADERPASS_GBUFFER
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
 
- 				#define ENABLE_TERRAIN_PERPIXEL_NORMAL
 
- 			#endif
 
- 			#pragma shader_feature_local _USECLAMPUV1_R _USECLAMPUV1_G _USECLAMPUV1_B _USECLAMPUV1_A
 
- 			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
 
- 				#define ASE_SV_DEPTH SV_DepthLessEqual
 
- 				#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
 
- 			#else
 
- 				#define ASE_SV_DEPTH SV_Depth
 
- 				#define ASE_SV_POSITION_QUALIFIERS
 
- 			#endif
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				float4 texcoord : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float4 lightmapUVOrVertexSH : TEXCOORD1;
 
- 				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
 
- 					half4 fogFactorAndVertexLight : TEXCOORD2;
 
- 				#endif
 
- 				float4 tSpace0 : TEXCOORD3;
 
- 				float4 tSpace1 : TEXCOORD4;
 
- 				float4 tSpace2 : TEXCOORD5;
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 				float4 shadowCoord : TEXCOORD6;
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 				float2 dynamicLightmapUV : TEXCOORD7;
 
- 				#endif
 
- 				float4 ase_texcoord8 : TEXCOORD8;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			sampler2D _WaveA_Tex;
 
- 			sampler2D _WaveB_Tex;
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
 
- 			
 
- 			PackedVaryings VertexFunction( Attributes input  )
 
- 			{
 
- 				PackedVaryings output = (PackedVaryings)0;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				output.ase_texcoord8.xy = input.texcoord.xy;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord8.zw = 0;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				input.tangentOS = input.tangentOS;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
 
- 				output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
 
- 				output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
 
- 				output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
 
- 				#if defined(LIGHTMAP_ON)
 
- 					OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 					output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
 
- 				#endif
 
- 				#if !defined(LIGHTMAP_ON)
 
- 					OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
 
- 					output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 
- 				#endif
 
- 				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
 
- 					output.fogFactorAndVertexLight = 0;
 
- 					#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
 
- 						// @diogo: no fog applied in GBuffer
 
- 					#endif
 
- 					#ifdef _ADDITIONAL_LIGHTS_VERTEX
 
- 						half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
 
- 						output.fogFactorAndVertexLight.yzw = vertexLight;
 
- 					#endif
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					output.shadowCoord = GetShadowCoord( vertexInput );
 
- 				#endif
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 tangentOS : TANGENT;
 
- 				float4 texcoord : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				half4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				output.tangentOS = input.tangentOS;
 
- 				output.texcoord = input.texcoord;
 
- 				output.texcoord1 = input.texcoord1;
 
- 				output.texcoord2 = input.texcoord2;
 
- 				output.ase_color = input.ase_color;
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
 
- 				output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
 
- 				output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
 
- 				output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
 
- 				output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			FragmentOutput frag ( PackedVaryings input
 
- 								#ifdef ASE_DEPTH_WRITE_ON
 
- 								,out float outputDepth : ASE_SV_DEPTH
 
- 								#endif
 
- 								 )
 
- 			{
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
 
- 				#if defined(LOD_FADE_CROSSFADE)
 
- 					LODFadeCrossFade( input.positionCS );
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
 
- 					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
 
- 					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
 
- 					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
 
- 				#else
 
- 					float3 WorldNormal = normalize( input.tSpace0.xyz );
 
- 					float3 WorldTangent = input.tSpace1.xyz;
 
- 					float3 WorldBiTangent = input.tSpace2.xyz;
 
- 				#endif
 
- 				float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
 
- 				float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
 
- 				float4 ShadowCoords = float4( 0, 0, 0, 0 );
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
 
- 					ShadowCoords = input.shadowCoord;
 
- 				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
- 					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
 
- 				#else
 
- 					ShadowCoords = float4(0, 0, 0, 0);
 
- 				#endif
 
- 				half2 texCoord12 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult19 = (half4(_U_WaveA_speed , _V_WaveA_speed , 0.0 , 0.0));
 
- 				half4 temp_output_23_0 = ( appendResult19 * _TimeParameters.x );
 
- 				half4 tex2DNode4 = tex2D( _WaveA_Tex, ( half4( texCoord12, 0.0 , 0.0 ) + temp_output_23_0 ).xy );
 
- 				#if defined( _USECLAMPUV1_R )
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#elif defined( _USECLAMPUV1_G )
 
- 				half staticSwitch30 = tex2DNode4.g;
 
- 				#elif defined( _USECLAMPUV1_B )
 
- 				half staticSwitch30 = tex2DNode4.b;
 
- 				#elif defined( _USECLAMPUV1_A )
 
- 				half staticSwitch30 = tex2DNode4.a;
 
- 				#else
 
- 				half staticSwitch30 = tex2DNode4.r;
 
- 				#endif
 
- 				half2 texCoord13 = input.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				half4 appendResult20 = (half4(_U_WaveB_speed , _V_WaveB_speed , 0.0 , 0.0));
 
- 				half temp_output_6_0 = ( staticSwitch30 * tex2D( _WaveB_Tex, ( half4( texCoord13, 0.0 , 0.0 ) + ( appendResult20 * _TimeParameters.x ) ).xy ).r );
 
- 				
 
- 				float3 BaseColor = float3(0.5, 0.5, 0.5);
 
- 				float3 Normal = float3(0, 0, 1);
 
- 				float3 Emission = ( _Color0 * temp_output_6_0 * input.ase_color ).rgb;
 
- 				float3 Specular = 0.5;
 
- 				float Metallic = 0;
 
- 				float Smoothness = 0.5;
 
- 				float Occlusion = 1;
 
- 				float Alpha = 1;
 
- 				float AlphaClipThreshold = 0.5;
 
- 				float AlphaClipThresholdShadow = 0.5;
 
- 				float3 BakedGI = 0;
 
- 				float3 RefractionColor = 1;
 
- 				float RefractionIndex = 1;
 
- 				float3 Transmission = 1;
 
- 				float3 Translucency = 1;
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					float DepthValue = input.positionCS.z;
 
- 				#endif
 
- 				#ifdef _ALPHATEST_ON
 
- 					clip(Alpha - AlphaClipThreshold);
 
- 				#endif
 
- 				InputData inputData = (InputData)0;
 
- 				inputData.positionWS = WorldPosition;
 
- 				inputData.positionCS = input.positionCS;
 
- 				inputData.shadowCoord = ShadowCoords;
 
- 				#ifdef _NORMALMAP
 
- 					#if _NORMAL_DROPOFF_TS
 
- 						inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
 
- 					#elif _NORMAL_DROPOFF_OS
 
- 						inputData.normalWS = TransformObjectToWorldNormal(Normal);
 
- 					#elif _NORMAL_DROPOFF_WS
 
- 						inputData.normalWS = Normal;
 
- 					#endif
 
- 				#else
 
- 					inputData.normalWS = WorldNormal;
 
- 				#endif
 
- 				inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
 
- 				inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
 
- 				#ifdef ASE_FOG
 
- 					// @diogo: no fog applied in GBuffer
 
- 				#endif
 
- 				#ifdef _ADDITIONAL_LIGHTS_VERTEX
 
- 					inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
 
- 				#endif
 
- 				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
 
- 					float3 SH = SampleSH(inputData.normalWS.xyz);
 
- 				#else
 
- 					float3 SH = input.lightmapUVOrVertexSH.xyz;
 
- 				#endif
 
- 				#ifdef ASE_BAKEDGI
 
- 					inputData.bakedGI = BakedGI;
 
- 				#else
 
- 					#if defined(DYNAMICLIGHTMAP_ON)
 
- 						inputData.bakedGI = SAMPLE_GI( input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
 
- 					#else
 
- 						inputData.bakedGI = SAMPLE_GI( input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
 
- 					#endif
 
- 				#endif
 
- 				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
 
- 				inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
 
- 				#if defined(DEBUG_DISPLAY)
 
- 					#if defined(DYNAMICLIGHTMAP_ON)
 
- 						inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
 
- 						#endif
 
- 					#if defined(LIGHTMAP_ON)
 
- 						inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
 
- 					#else
 
- 						inputData.vertexSH = SH;
 
- 					#endif
 
- 				#endif
 
- 				#ifdef _DBUFFER
 
- 					ApplyDecal(input.positionCS,
 
- 						BaseColor,
 
- 						Specular,
 
- 						inputData.normalWS,
 
- 						Metallic,
 
- 						Occlusion,
 
- 						Smoothness);
 
- 				#endif
 
- 				BRDFData brdfData;
 
- 				InitializeBRDFData
 
- 				(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
 
- 				Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
 
- 				half4 color;
 
- 				MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
 
- 				color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
 
- 				color.a = Alpha;
 
- 				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
 
- 					color.rgb *= color.a;
 
- 				#endif
 
- 				#ifdef ASE_DEPTH_WRITE_ON
 
- 					outputDepth = DepthValue;
 
- 				#endif
 
- 				return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "SceneSelectionPass"
 
- 			Tags { "LightMode"="SceneSelectionPass" }
 
- 			Cull Off
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 			#define SCENESELECTIONPASS 1
 
- 			#define ATTRIBUTES_NEED_NORMAL
 
- 			#define ATTRIBUTES_NEED_TANGENT
 
- 			#define SHADERPASS SHADERPASS_DEPTHONLY
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			struct SurfaceDescription
 
- 			{
 
- 				float Alpha;
 
- 				float AlphaClipThreshold;
 
- 			};
 
- 			PackedVaryings VertexFunction(Attributes input  )
 
- 			{
 
- 				PackedVaryings output;
 
- 				ZERO_INITIALIZE(PackedVaryings, output);
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
 
- 				output.positionCS = TransformWorldToHClip(positionWS);
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(PackedVaryings input ) : SV_Target
 
- 			{
 
- 				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
 
- 				
 
- 				surfaceDescription.Alpha = 1;
 
- 				surfaceDescription.AlphaClipThreshold = 0.5;
 
- 				#if _ALPHATEST_ON
 
- 					float alphaClipThreshold = 0.01f;
 
- 					#if ALPHA_CLIP_THRESHOLD
 
- 						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
 
- 					#endif
 
- 					clip(surfaceDescription.Alpha - alphaClipThreshold);
 
- 				#endif
 
- 				half4 outColor = 0;
 
- 				#ifdef SCENESELECTIONPASS
 
- 					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
 
- 				#elif defined(SCENEPICKINGPASS)
 
- 					outColor = _SelectionID;
 
- 				#endif
 
- 				return outColor;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "ScenePickingPass"
 
- 			Tags { "LightMode"="Picking" }
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#define _NORMAL_DROPOFF_TS 1
 
- 			#define ASE_FOG 1
 
- 			#define _EMISSION
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
 
- 				#define _SPECULAR_COLOR 1
 
- 			#endif
 
- 		    #define SCENEPICKINGPASS 1
 
- 			#define ATTRIBUTES_NEED_NORMAL
 
- 			#define ATTRIBUTES_NEED_TANGENT
 
- 			#define SHADERPASS SHADERPASS_DEPTHONLY
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
 
-             /*ase_unity_cond_end*/
 
- 			/*ase_unity_cond_begin:>=20220316*/
 
-             #if ASE_SRP_VERSION >=140009
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 			/*ase_unity_cond_end*/
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
 
- 			
 
-             #if ASE_SRP_VERSION >=140007
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
 
- 			#endif
 
- 		
 
- 			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
 
- 			
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			half4 _Color0;
 
- 			half _U_WaveA_speed;
 
- 			half _V_WaveA_speed;
 
- 			half _U_WaveB_speed;
 
- 			half _V_WaveB_speed;
 
- 			#ifdef ASE_TRANSMISSION
 
- 				float _TransmissionShadow;
 
- 			#endif
 
- 			#ifdef ASE_TRANSLUCENCY
 
- 				float _TransStrength;
 
- 				float _TransNormal;
 
- 				float _TransScattering;
 
- 				float _TransDirect;
 
- 				float _TransAmbient;
 
- 				float _TransShadow;
 
- 			#endif
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			#ifdef SCENEPICKINGPASS
 
- 				float4 _SelectionID;
 
- 			#endif
 
- 			#ifdef SCENESELECTIONPASS
 
- 				int _ObjectId;
 
- 				int _PassValue;
 
- 			#endif
 
- 			
 
- 			
 
- 			struct SurfaceDescription
 
- 			{
 
- 				float Alpha;
 
- 				float AlphaClipThreshold;
 
- 			};
 
- 			PackedVaryings VertexFunction(Attributes input  )
 
- 			{
 
- 				PackedVaryings output;
 
- 				ZERO_INITIALIZE(PackedVaryings, output);
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
 
- 				
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					float3 defaultVertexValue = input.positionOS.xyz;
 
- 				#else
 
- 					float3 defaultVertexValue = float3(0, 0, 0);
 
- 				#endif
 
- 				float3 vertexValue = defaultVertexValue;
 
- 				#ifdef ASE_ABSOLUTE_VERTEX_POS
 
- 					input.positionOS.xyz = vertexValue;
 
- 				#else
 
- 					input.positionOS.xyz += vertexValue;
 
- 				#endif
 
- 				input.normalOS = input.normalOS;
 
- 				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
 
- 				output.positionCS = TransformWorldToHClip(positionWS);
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct TessellationFactors
 
- 			{
 
- 				float edge[3] : SV_TessFactor;
 
- 				float inside : SV_InsideTessFactor;
 
- 			};
 
- 			VertexControl vert ( Attributes input )
 
- 			{
 
- 				VertexControl output;
 
- 				UNITY_SETUP_INSTANCE_ID(input);
 
- 				UNITY_TRANSFER_INSTANCE_ID(input, output);
 
- 				output.positionOS = input.positionOS;
 
- 				output.normalOS = input.normalOS;
 
- 				
 
- 				return output;
 
- 			}
 
- 			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
 
- 			{
 
- 				TessellationFactors output;
 
- 				float4 tf = 1;
 
- 				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
 
- 				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
 
- 				#if defined(ASE_FIXED_TESSELLATION)
 
- 				tf = FixedTess( tessValue );
 
- 				#elif defined(ASE_DISTANCE_TESSELLATION)
 
- 				tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
 
- 				#elif defined(ASE_LENGTH_TESSELLATION)
 
- 				tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
 
- 				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
 
- 				tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
 
- 				#endif
 
- 				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
 
- 				return output;
 
- 			}
 
- 			[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")]
 
- 			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
 
- 			{
 
- 				Attributes output = (Attributes) 0;
 
- 				output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
 
- 				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
 
- 				
 
- 				#if defined(ASE_PHONG_TESSELLATION)
 
- 				float3 pp[3];
 
- 				for (int i = 0; i < 3; ++i)
 
- 					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
 
- 				float phongStrength = _TessPhongStrength;
 
- 				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
 
- 				#endif
 
- 				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
 
- 				return VertexFunction(output);
 
- 			}
 
- 			#else
 
- 			PackedVaryings vert ( Attributes input )
 
- 			{
 
- 				return VertexFunction( input );
 
- 			}
 
- 			#endif
 
- 			half4 frag(PackedVaryings input ) : SV_Target
 
- 			{
 
- 				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
 
- 				
 
- 				surfaceDescription.Alpha = 1;
 
- 				surfaceDescription.AlphaClipThreshold = 0.5;
 
- 				#if _ALPHATEST_ON
 
- 					float alphaClipThreshold = 0.01f;
 
- 					#if ALPHA_CLIP_THRESHOLD
 
- 						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
 
- 					#endif
 
- 						clip(surfaceDescription.Alpha - alphaClipThreshold);
 
- 				#endif
 
- 				half4 outColor = 0;
 
- 				#ifdef SCENESELECTIONPASS
 
- 					outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
 
- 				#elif defined(SCENEPICKINGPASS)
 
- 					outColor = _SelectionID;
 
- 				#endif
 
- 				return outColor;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 	}
 
- 	
 
- 	CustomEditor "UnityEditor.ShaderGraphLitGUI"
 
- 	FallBack "Hidden/Shader Graph/FallbackError"
 
- 	
 
- 	Fallback Off
 
- }
 
- /*ASEBEGIN
 
- Version=19801
 
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- Node;AmplifyShaderEditor.StaticSwitch;30;-320,-224;Inherit;False;Property;_useclampUV1;useclampUV;3;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;R;G;B;A;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
 
- Node;AmplifyShaderEditor.ColorNode;7;-128,-528;Inherit;False;Property;_Color0;Color 0;1;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
 
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- Node;AmplifyShaderEditor.SamplerNode;26;-208,512;Inherit;True;Property;_Mask_Tex;Mask_Tex;10;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
 
- Node;AmplifyShaderEditor.VertexColorNode;10;1008,-496;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;128,-336;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
 
- Node;AmplifyShaderEditor.DynamicAppendNode;28;-1200,96;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
 
- Node;AmplifyShaderEditor.TextureCoordinatesNode;29;-1552,112;Inherit;False;2;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 
- Node;AmplifyShaderEditor.StaticSwitch;27;-864,16;Inherit;False;Property;_useclampUV;useclampUV;2;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
 
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;144,-32;Inherit;False;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
 
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- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;33;400,-240;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
 
- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;34;400,-240;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
 
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- Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;37;400,-240;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
 
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- WireConnection;19;0;15;0
 
- WireConnection;19;1;16;0
 
- WireConnection;20;0;17;0
 
- WireConnection;20;1;18;0
 
- WireConnection;23;0;19;0
 
- WireConnection;23;1;22;0
 
- WireConnection;25;0;20;0
 
- WireConnection;25;1;24;0
 
- WireConnection;14;0;12;0
 
- WireConnection;14;1;23;0
 
- WireConnection;21;0;13;0
 
- WireConnection;21;1;25;0
 
- WireConnection;4;1;14;0
 
- WireConnection;5;1;21;0
 
- WireConnection;30;1;4;1
 
- WireConnection;30;0;4;2
 
- WireConnection;30;2;4;3
 
- WireConnection;30;3;4;4
 
- WireConnection;6;0;30;0
 
- WireConnection;6;1;5;1
 
- WireConnection;8;0;7;0
 
- WireConnection;8;1;6;0
 
- WireConnection;8;2;10;0
 
- WireConnection;28;0;29;1
 
- WireConnection;28;1;29;2
 
- WireConnection;27;1;23;0
 
- WireConnection;27;0;28;0
 
- WireConnection;9;0;7;4
 
- WireConnection;9;1;6;0
 
- WireConnection;9;2;26;1
 
- WireConnection;9;3;10;4
 
- WireConnection;32;2;8;0
 
- ASEEND*/
 
- //CHKSM=F119D5BBD5125BDF6D7B5DF2E4AEC001E810E58D
 
 
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