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| 
							- // Made with Amplify Shader Editor v1.9.8.1
 
- // Available at the Unity Asset Store - http://u3d.as/y3X 
 
- Shader "LT/shuimoFX"
 
- {
 
- 	Properties
 
- 	{
 
- 		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
 
- 		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
 
- 		_Main_Tex("Main_Tex", 2D) = "white" {}
 
- 		_TextureGao("高亮贴图", 2D) = "white" {}
 
- 		_ColorGG("高光Color", Color) = (0,0.7602248,1,1)
 
- 		_Rj2Tex("溶解2贴图", 2D) = "white" {}
 
- 		_RJraodong("溶解扰动", 2D) = "white" {}
 
- 		_RJraodongqd("溶解扰动强度", Float) = 0.2
 
- 		_RJraodongsd("溶解扰动速度", Float) = 0.2
 
- 		_AlphaQD("不透明强度", Float) = 1
 
- 		_RJ1soft("RJ1软度", Range( 0 , 1)) = 0
 
- 		_RJ2soft("RJ2软度", Range( 0 , 1)) = 0
 
- 		_dissolve("dissolve", 2D) = "white" {}
 
- 		_Soft_value("Soft_value", Range( 0 , 1)) = 0
 
- 		[HideInInspector] _texcoord( "", 2D ) = "white" {}
 
- 		//_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] _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) = "" {}
 
- 		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
 
- 	}
 
- 	SubShader
 
- 	{
 
- 		LOD 0
 
- 		
 
- 		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }
 
- 		Cull Off
 
- 		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"="UniversalForwardOnly" }
 
- 			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
 
- 			ZWrite Off
 
- 			ZTest LEqual
 
- 			Offset 0 , 0
 
- 			ColorMask RGBA
 
- 			
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile_instancing
 
- 			#pragma instancing_options renderinglayer
 
- 			#define _SURFACE_TYPE_TRANSPARENT 1
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
 
- 			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
 
- 			
 
- 			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
 
-             #pragma multi_compile _ LIGHTMAP_ON
 
-             #pragma multi_compile _ DYNAMICLIGHTMAP_ON
 
- 			#pragma multi_compile_fragment _ DEBUG_DISPLAY
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#define SHADERPASS SHADERPASS_UNLIT
 
- 			
 
-             #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"
 
- 			
 
- 			#if ASE_SRP_VERSION >=140010
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#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"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
 
- 			#if defined(LOD_FADE_CROSSFADE)
 
-             #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
 
-             #endif
 
- 			#define ASE_NEEDS_FRAG_COLOR
 
- 			#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 texcoord : TEXCOORD0;
 
- 				float4 texcoord1 : TEXCOORD1;
 
- 				float4 texcoord2 : TEXCOORD2;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				float3 positionWS : TEXCOORD1;
 
- 				#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
 
- 					half4 fogFactorAndVertexLight : TEXCOORD2;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD3;
 
- 				#endif
 
- 				#if defined(LIGHTMAP_ON)
 
- 					float4 lightmapUVOrVertexSH : TEXCOORD4;
 
- 				#endif
 
- 				#if defined(DYNAMICLIGHTMAP_ON)
 
- 					float2 dynamicLightmapUV : TEXCOORD5;
 
- 				#endif
 
- 				float4 ase_texcoord6 : TEXCOORD6;
 
- 				float4 ase_texcoord7 : TEXCOORD7;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			float4 _TextureGao_ST;
 
- 			float4 _ColorGG;
 
- 			float4 _Main_Tex_ST;
 
- 			float4 _RJraodong_ST;
 
- 			float4 _dissolve_ST;
 
- 			float _RJ1soft;
 
- 			float _RJraodongsd;
 
- 			float _RJraodongqd;
 
- 			float _RJ2soft;
 
- 			float _Soft_value;
 
- 			float _AlphaQD;
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			sampler2D _TextureGao;
 
- 			sampler2D _Main_Tex;
 
- 			sampler2D _RJraodong;
 
- 			sampler2D _Rj2Tex;
 
- 			sampler2D _dissolve;
 
- 			
 
- 			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_texcoord6.xy = input.texcoord.xy;
 
- 				output.ase_texcoord7 = input.texcoord1;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord6.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;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				#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(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) && 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;
 
- 				float4 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.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.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
 
- 				float3 WorldPosition = input.positionWS;
 
- 				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(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
 
- 				float2 uv_TextureGao = input.ase_texcoord6.xy * _TextureGao_ST.xy + _TextureGao_ST.zw;
 
- 				float4 texCoord127 = input.ase_texcoord7;
 
- 				texCoord127.xy = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				
 
- 				float2 uv_Main_Tex = input.ase_texcoord6.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
 
- 				float temp_output_133_0 = ( 1.0 - texCoord127.x );
 
- 				float2 texCoord37 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float2 temp_cast_1 = (( _RJraodongsd * 0.0 )).xx;
 
- 				float2 uv_RJraodong = input.ase_texcoord6.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
 
- 				float2 panner121 = ( 1.0 * _Time.y * temp_cast_1 + uv_RJraodong);
 
- 				float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
 
- 				float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
 
- 				float temp_output_134_0 = ( 1.0 - texCoord127.y );
 
- 				float2 texCoord52 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
 
- 				float2 uv_dissolve = input.ase_texcoord6.xy * _dissolve_ST.xy + _dissolve_ST.zw;
 
- 				float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
 
- 				
 
- 				float3 BakedAlbedo = 0;
 
- 				float3 BakedEmission = 0;
 
- 				float3 Color = ( tex2D( _TextureGao, uv_TextureGao ).r * texCoord127.z * _ColorGG * input.ase_color ).rgb;
 
- 				float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
 
- 				float AlphaClipThreshold = 0.5;
 
- 				float AlphaClipThresholdShadow = 0.5;
 
- 				#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.viewDirectionWS = WorldViewDirection;
 
- 				#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
 
- 				inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
 
- 				#if defined(_DBUFFER)
 
- 					ApplyDecalToBaseColor(input.positionCS, Color);
 
- 				#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 half4( Color, Alpha );
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "DepthOnly"
 
- 			Tags { "LightMode"="DepthOnly" }
 
- 			ZWrite On
 
- 			ColorMask 0
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#pragma multi_compile_instancing
 
- 			#define _SURFACE_TYPE_TRANSPARENT 1
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			
 
-             #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.universal/ShaderLibrary/Core.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
 
- 			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.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 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
 
- 				float4 clipPosV : TEXCOORD0;
 
- 				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
 
- 					float3 positionWS : TEXCOORD1;
 
- 				#endif
 
- 				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
 
- 					float4 shadowCoord : TEXCOORD2;
 
- 				#endif
 
- 				float4 ase_texcoord3 : TEXCOORD3;
 
- 				float4 ase_texcoord4 : TEXCOORD4;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			float4 _TextureGao_ST;
 
- 			float4 _ColorGG;
 
- 			float4 _Main_Tex_ST;
 
- 			float4 _RJraodong_ST;
 
- 			float4 _dissolve_ST;
 
- 			float _RJ1soft;
 
- 			float _RJraodongsd;
 
- 			float _RJraodongqd;
 
- 			float _RJ2soft;
 
- 			float _Soft_value;
 
- 			float _AlphaQD;
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			sampler2D _Main_Tex;
 
- 			sampler2D _RJraodong;
 
- 			sampler2D _Rj2Tex;
 
- 			sampler2D _dissolve;
 
- 			
 
- 			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_texcoord3.xy = input.ase_texcoord.xy;
 
- 				output.ase_texcoord4 = input.ase_texcoord1;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord3.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;
 
- 				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;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 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.ase_texcoord = input.ase_texcoord;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
 
- 				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * 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
 
- 						 ) : 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 );
 
- 				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
 
- 				float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
 
- 				float4 texCoord127 = input.ase_texcoord4;
 
- 				texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float temp_output_133_0 = ( 1.0 - texCoord127.x );
 
- 				float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
 
- 				float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
 
- 				float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
 
- 				float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
 
- 				float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
 
- 				float temp_output_134_0 = ( 1.0 - texCoord127.y );
 
- 				float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
 
- 				float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
 
- 				float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
 
- 				
 
- 				float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
 
- 				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 "SceneSelectionPass"
 
- 			Tags { "LightMode"="SceneSelectionPass" }
 
- 			Cull Off
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#define _SURFACE_TYPE_TRANSPARENT 1
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#define ATTRIBUTES_NEED_NORMAL
 
- 			#define ATTRIBUTES_NEED_TANGENT
 
- 			#define SHADERPASS SHADERPASS_DEPTHONLY
 
- 			
 
-             #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.core/ShaderLibrary/TextureStack.hlsl"
 
- 			
 
- 			#if ASE_SRP_VERSION >=140010
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#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;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			float4 _TextureGao_ST;
 
- 			float4 _ColorGG;
 
- 			float4 _Main_Tex_ST;
 
- 			float4 _RJraodong_ST;
 
- 			float4 _dissolve_ST;
 
- 			float _RJ1soft;
 
- 			float _RJraodongsd;
 
- 			float _RJraodongqd;
 
- 			float _RJ2soft;
 
- 			float _Soft_value;
 
- 			float _AlphaQD;
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			sampler2D _Main_Tex;
 
- 			sampler2D _RJraodong;
 
- 			sampler2D _Rj2Tex;
 
- 			sampler2D _dissolve;
 
- 			
 
- 			int _ObjectId;
 
- 			int _PassValue;
 
- 			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);
 
- 				output.ase_texcoord.xy = input.ase_texcoord.xy;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord.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 );
 
- 				output.positionCS = TransformWorldToHClip(positionWS);
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 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.ase_texcoord = input.ase_texcoord;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
 
- 				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * 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
 
- 			{
 
- 				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
 
- 				float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
 
- 				float4 texCoord127 = input.ase_texcoord1;
 
- 				texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float temp_output_133_0 = ( 1.0 - texCoord127.x );
 
- 				float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
 
- 				float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
 
- 				float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
 
- 				float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
 
- 				float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
 
- 				float temp_output_134_0 = ( 1.0 - texCoord127.y );
 
- 				float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
 
- 				float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
 
- 				float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
 
- 				
 
- 				surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
 
- 				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 = half4(_ObjectId, _PassValue, 1.0, 1.0);
 
- 				return outColor;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "ScenePickingPass"
 
- 			Tags { "LightMode"="Picking" }
 
- 			AlphaToMask Off
 
- 			HLSLPROGRAM
 
- 			
 
- 			#define _SURFACE_TYPE_TRANSPARENT 1
 
- 			#define ASE_VERSION 19801
 
- 			#define ASE_SRP_VERSION 140011
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#define ATTRIBUTES_NEED_NORMAL
 
- 			#define ATTRIBUTES_NEED_TANGENT
 
- 			#define SHADERPASS SHADERPASS_DEPTHONLY
 
- 			
 
-             #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.core/ShaderLibrary/TextureStack.hlsl"
 
- 			
 
- 			#if ASE_SRP_VERSION >=140010
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#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
 
- 			
 
- 			struct Attributes
 
- 			{
 
- 				float4 positionOS : POSITION;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 			};
 
- 			struct PackedVaryings
 
- 			{
 
- 				float4 positionCS : SV_POSITION;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			float4 _TextureGao_ST;
 
- 			float4 _ColorGG;
 
- 			float4 _Main_Tex_ST;
 
- 			float4 _RJraodong_ST;
 
- 			float4 _dissolve_ST;
 
- 			float _RJ1soft;
 
- 			float _RJraodongsd;
 
- 			float _RJraodongqd;
 
- 			float _RJ2soft;
 
- 			float _Soft_value;
 
- 			float _AlphaQD;
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			sampler2D _Main_Tex;
 
- 			sampler2D _RJraodong;
 
- 			sampler2D _Rj2Tex;
 
- 			sampler2D _dissolve;
 
- 			
 
- 			float4 _SelectionID;
 
- 			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);
 
- 				output.ase_texcoord.xy = input.ase_texcoord.xy;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord.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 );
 
- 				output.positionCS = TransformWorldToHClip(positionWS);
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 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.ase_texcoord = input.ase_texcoord;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
 
- 				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * 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
 
- 			{
 
- 				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
 
- 				float2 uv_Main_Tex = input.ase_texcoord.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
 
- 				float4 texCoord127 = input.ase_texcoord1;
 
- 				texCoord127.xy = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float temp_output_133_0 = ( 1.0 - texCoord127.x );
 
- 				float2 texCoord37 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
 
- 				float2 uv_RJraodong = input.ase_texcoord.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
 
- 				float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
 
- 				float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
 
- 				float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
 
- 				float temp_output_134_0 = ( 1.0 - texCoord127.y );
 
- 				float2 texCoord52 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
 
- 				float2 uv_dissolve = input.ase_texcoord.xy * _dissolve_ST.xy + _dissolve_ST.zw;
 
- 				float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
 
- 				
 
- 				surfaceDescription.Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
 
- 				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;
 
- 				outColor = _SelectionID;
 
- 				return outColor;
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 		
 
- 		Pass
 
- 		{
 
- 			
 
- 			Name "DepthNormals"
 
- 			Tags { "LightMode"="DepthNormalsOnly" }
 
- 			ZTest LEqual
 
- 			ZWrite On
 
- 			HLSLPROGRAM
 
- 			
 
-         	#pragma multi_compile_instancing
 
-         	#define _SURFACE_TYPE_TRANSPARENT 1
 
-         	#define ASE_VERSION 19801
 
-         	#define ASE_SRP_VERSION 140011
 
- 			
 
-         	#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
 
- 			
 
- 			#pragma vertex vert
 
- 			#pragma fragment frag
 
- 			#define ATTRIBUTES_NEED_NORMAL
 
- 			#define ATTRIBUTES_NEED_TANGENT
 
- 			#define VARYINGS_NEED_NORMAL_WS
 
- 			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
 
- 			
 
-             #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.core/ShaderLibrary/TextureStack.hlsl"
 
- 			
 
- 			#if ASE_SRP_VERSION >=140010
 
- 			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
 
- 			#endif
 
- 		
 
- 			
 
- 			#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 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 ase_color : COLOR;
 
- 				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 ase_texcoord3 : TEXCOORD3;
 
- 				float4 ase_texcoord4 : TEXCOORD4;
 
- 				float4 ase_color : COLOR;
 
- 				UNITY_VERTEX_INPUT_INSTANCE_ID
 
- 				UNITY_VERTEX_OUTPUT_STEREO
 
- 			};
 
- 			CBUFFER_START(UnityPerMaterial)
 
- 			float4 _TextureGao_ST;
 
- 			float4 _ColorGG;
 
- 			float4 _Main_Tex_ST;
 
- 			float4 _RJraodong_ST;
 
- 			float4 _dissolve_ST;
 
- 			float _RJ1soft;
 
- 			float _RJraodongsd;
 
- 			float _RJraodongqd;
 
- 			float _RJ2soft;
 
- 			float _Soft_value;
 
- 			float _AlphaQD;
 
- 			#ifdef ASE_TESSELLATION
 
- 				float _TessPhongStrength;
 
- 				float _TessValue;
 
- 				float _TessMin;
 
- 				float _TessMax;
 
- 				float _TessEdgeLength;
 
- 				float _TessMaxDisp;
 
- 			#endif
 
- 			CBUFFER_END
 
- 			sampler2D _Main_Tex;
 
- 			sampler2D _RJraodong;
 
- 			sampler2D _Rj2Tex;
 
- 			sampler2D _dissolve;
 
- 			
 
- 			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);
 
- 				output.ase_texcoord3.xy = input.ase_texcoord.xy;
 
- 				output.ase_texcoord4 = input.ase_texcoord1;
 
- 				output.ase_color = input.ase_color;
 
- 				
 
- 				//setting value to unused interpolator channels and avoid initialization warnings
 
- 				output.ase_texcoord3.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;
 
- 				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
 
- 				output.positionCS = vertexInput.positionCS;
 
- 				output.clipPosV = vertexInput.positionCS;
 
- 				output.positionWS = vertexInput.positionWS;
 
- 				output.normalWS = TransformObjectToWorldNormal( input.normalOS );
 
- 				return output;
 
- 			}
 
- 			#if defined(ASE_TESSELLATION)
 
- 			struct VertexControl
 
- 			{
 
- 				float4 positionOS : INTERNALTESSPOS;
 
- 				float3 normalOS : NORMAL;
 
- 				float4 ase_texcoord : TEXCOORD0;
 
- 				float4 ase_texcoord1 : TEXCOORD1;
 
- 				float4 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.ase_texcoord = input.ase_texcoord;
 
- 				output.ase_texcoord1 = input.ase_texcoord1;
 
- 				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.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
 
- 				output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * 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
 
- 			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 );
 
- 				float3 WorldPosition = input.positionWS;
 
- 				float3 WorldNormal = input.normalWS;
 
- 				float4 ClipPos = input.clipPosV;
 
- 				float4 ScreenPos = ComputeScreenPos( input.clipPosV );
 
- 				float2 uv_Main_Tex = input.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
 
- 				float4 texCoord127 = input.ase_texcoord4;
 
- 				texCoord127.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float temp_output_133_0 = ( 1.0 - texCoord127.x );
 
- 				float2 texCoord37 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float2 temp_cast_0 = (( _RJraodongsd * 0.0 )).xx;
 
- 				float2 uv_RJraodong = input.ase_texcoord3.xy * _RJraodong_ST.xy + _RJraodong_ST.zw;
 
- 				float2 panner121 = ( 1.0 * _Time.y * temp_cast_0 + uv_RJraodong);
 
- 				float temp_output_116_0 = ( tex2D( _RJraodong, panner121 ).r * _RJraodongqd );
 
- 				float smoothstepResult98 = smoothstep( temp_output_133_0 , ( temp_output_133_0 + _RJ1soft ) , (( texCoord37 + temp_output_116_0 )).x);
 
- 				float temp_output_134_0 = ( 1.0 - texCoord127.y );
 
- 				float2 texCoord52 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
 
- 				float smoothstepResult108 = smoothstep( temp_output_134_0 , ( temp_output_134_0 + _RJ2soft ) , tex2D( _Rj2Tex, ( temp_output_116_0 + texCoord52 ) ).r);
 
- 				float2 uv_dissolve = input.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
 
- 				float smoothstepResult136 = smoothstep( texCoord127.w , ( texCoord127.w + _Soft_value ) , tex2D( _dissolve, uv_dissolve ).r);
 
- 				
 
- 				float Alpha = ( ( ( tex2D( _Main_Tex, uv_Main_Tex ).a * ( smoothstepResult98 * smoothstepResult108 ) ) * input.ase_color.a ) * smoothstepResult136 * _AlphaQD );
 
- 				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)
 
- 					float3 normalWS = normalize(input.normalWS);
 
- 					float2 octNormalWS = PackNormalOctQuadEncode(normalWS);
 
- 					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
 
- 					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
 
- 					outNormalWS = half4(packedNormalWS, 0.0);
 
- 				#else
 
- 					float3 normalWS = input.normalWS;
 
- 					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
 
- 				#endif
 
- 				#ifdef _WRITE_RENDERING_LAYERS
 
- 					uint renderingLayers = GetMeshRenderingLayer();
 
- 					outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
 
- 				#endif
 
- 			}
 
- 			ENDHLSL
 
- 		}
 
- 	
 
- 	}
 
- 	
 
- 	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
 
- 	FallBack "Hidden/Shader Graph/FallbackError"
 
- 	
 
- 	Fallback Off
 
- }
 
- /*ASEBEGIN
 
- Version=19801
 
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- Node;AmplifyShaderEditor.RangedFloatNode;123;-3072.723,1059.87;Inherit;False;Property;_RJraodongsd;溶解扰动速度;8;0;Create;False;0;0;0;False;0;False;0.2;0.2;0;0;0;1;FLOAT;0
 
- Node;AmplifyShaderEditor.TextureCoordinatesNode;122;-3012.799,919.8809;Inherit;False;0;50;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
 
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- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;116;-2159.588,988.0412;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
 
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- Node;AmplifyShaderEditor.SimpleAddOpNode;49;-1547.168,772.3397;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
 
- Node;AmplifyShaderEditor.SimpleAddOpNode;51;-1568.548,1144.753;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
 
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- ASEEND*/
 
- //CHKSM=AC8C95602254C9DDB5C4BA7A74D76295278A82BD
 
 
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