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