litao 1 rok temu
rodzic
commit
0699fe9a79
47 zmienionych plików z 31703 dodań i 47 usunięć
  1. 1 1
      Assets/AAA_Candle_Flames/Textures/Materials/candle2.mat
  2. 131 0
      Assets/Art/Mat/add_glow.mat
  3. 8 0
      Assets/Art/Mat/add_glow.mat.meta
  4. 131 0
      Assets/Art/Mat/add_guangshu.mat
  5. 8 0
      Assets/Art/Mat/add_guangshu.mat.meta
  6. 160 0
      Assets/Art/Mat/guodu.mat
  7. 8 0
      Assets/Art/Mat/guodu.mat.meta
  8. BIN
      Assets/Art/Tex/fx_chunse.png
  9. 123 0
      Assets/Art/Tex/fx_chunse.png.meta
  10. BIN
      Assets/Art/Tex/fx_mask_glow_rep.png
  11. 123 0
      Assets/Art/Tex/fx_mask_glow_rep.png.meta
  12. BIN
      Assets/Art/Tex/guangshu_glow_hen.png
  13. 123 0
      Assets/Art/Tex/guangshu_glow_hen.png.meta
  14. 72 0
      Assets/Art/animation/CM vcam1.controller
  15. 8 0
      Assets/Art/animation/CM vcam1.controller.meta
  16. 72 0
      Assets/Art/animation/Point Light.controller
  17. 8 0
      Assets/Art/animation/Point Light.controller.meta
  18. 360 0
      Assets/Art/animation/camjian1.anim
  19. 8 0
      Assets/Art/animation/camjian1.anim.meta
  20. 655 0
      Assets/Art/animation/dabaojian1.anim
  21. 8 0
      Assets/Art/animation/dabaojian1.anim.meta
  22. 547 0
      Assets/Art/animation/dabaojian2.anim
  23. 8 0
      Assets/Art/animation/dabaojian2.anim.meta
  24. 601 0
      Assets/Art/animation/dabaojianshan.anim
  25. 8 0
      Assets/Art/animation/dabaojianshan.anim.meta
  26. 116 0
      Assets/Art/animation/guodu.anim
  27. 8 0
      Assets/Art/animation/guodu.anim.meta
  28. 72 0
      Assets/Art/animation/guodu.controller
  29. 8 0
      Assets/Art/animation/guodu.controller.meta
  30. 130 0
      Assets/Art/animation/jian.controller
  31. 8 0
      Assets/Art/animation/jian.controller.meta
  32. 170 0
      Assets/Art/animation/lazhuLight.anim
  33. 8 0
      Assets/Art/animation/lazhuLight.anim.meta
  34. 45 45
      Assets/Art/baidicheng.unity
  35. 1070 0
      Assets/Art/dabaojian.playable
  36. 8 0
      Assets/Art/dabaojian.playable.meta
  37. 21474 0
      Assets/Art/dabaojian.unity
  38. 7 0
      Assets/Art/dabaojian.unity.meta
  39. 157 0
      Assets/Art/mesh/tangdao/jianfx.mat
  40. 8 0
      Assets/Art/mesh/tangdao/jianfx.mat.meta
  41. 1831 0
      Assets/Art/shaders/Add.shader
  42. 10 0
      Assets/Art/shaders/Add.shader.meta
  43. 2060 0
      Assets/Art/shaders/AddMoveTurbDissolve.shader
  44. 10 0
      Assets/Art/shaders/AddMoveTurbDissolve.shader.meta
  45. 1323 0
      Assets/Chinese Painting URP/Scenes/Demo 1/Globaldabaojian.asset
  46. 8 0
      Assets/Chinese Painting URP/Scenes/Demo 1/Globaldabaojian.asset.meta
  47. 1 1
      Assets/Chinese Painting URP/Scenes/Demo 1/Globalmain.asset

+ 1 - 1
Assets/AAA_Candle_Flames/Textures/Materials/candle2.mat

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Assets/Art/shaders/Add.shader

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "LT/Add"
+{
+	Properties
+	{
+		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
+		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+		[ASEBegin]_MainTex("MainTex", 2D) = "white" {}
+		[HDR]_Color("Color", Color) = (1,1,1,1)
+		_Intensity("Intensity", Range( 0 , 60)) = 1
+		_MainTexChannel("通道选择", Vector) = (1,0,0,0)
+		_MainTexRotation("贴图旋转", Range( 0 , 1)) = 0
+		[ASEEnd]_ca("_ca", Float) = 1
+
+		[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) = "" {}
+		//_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
+	}
+
+	SubShader
+	{
+		LOD 0
+
+		
+		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
+		
+		Cull Off
+		AlphaToMask Off
+		
+		HLSLINCLUDE
+		#pragma target 3.0
+
+		#pragma prefer_hlslcc gles
+		#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan nomrt 
+
+		#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 One One, One OneMinusSrcAlpha
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma multi_compile _ LIGHTMAP_ON
+			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
+			#pragma shader_feature _ _SAMPLE_GI
+			#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+			#pragma multi_compile _ DEBUG_DISPLAY
+			#define SHADERPASS SHADERPASS_UNLIT
+
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#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/Input.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				#ifdef ASE_FOG
+				float fogFactor : TEXCOORD2;
+				#endif
+				float4 ase_texcoord3 : TEXCOORD3;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _MainTex;
+
+
+						
+			VertexOutput VertexFunction ( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.ase_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				o.ase_texcoord3.zw = 0;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float4 positionCS = TransformWorldToHClip( positionWS );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+				vertexInput.positionWS = positionWS;
+				vertexInput.positionCS = positionCS;
+				o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				#ifdef ASE_FOG
+				o.fogFactor = ComputeFogFactor( positionCS.z );
+				#endif
+				o.clipPos = positionCS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag ( VertexOutput IN  ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+				float cos25 = cos( (0.0 + (_MainTexRotation - 0.0) * (( 2.0 * PI ) - 0.0) / (1.0 - 0.0)) );
+				float sin25 = sin( (0.0 + (_MainTexRotation - 0.0) * (( 2.0 * PI ) - 0.0) / (1.0 - 0.0)) );
+				float2 rotator25 = mul( IN.ase_texcoord3.xy - float2( 0.5,0.5 ) , float2x2( cos25 , -sin25 , sin25 , cos25 )) + float2( 0.5,0.5 );
+				float4 break18 = ( tex2D( _MainTex, rotator25 ) * _MainTexChannel );
+				float clampResult20 = clamp( ( break18.r + break18.g + break18.b + break18.a ) , 0.0 , 1.0 );
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( clampResult20 * IN.ase_color * _Color * _Intensity * _ca ).rgb;
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+				float AlphaClipThresholdShadow = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip( Alpha - AlphaClipThreshold );
+				#endif
+
+				#if defined(_DBUFFER)
+					ApplyDecalToBaseColor(IN.clipPos, Color);
+				#endif
+
+				#if defined(_ALPHAPREMULTIPLY_ON)
+				Color *= Alpha;
+				#endif
+
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				#ifdef ASE_FOG
+					Color = MixFog( Color, IN.fogFactor );
+				#endif
+
+				return half4( Color, Alpha );
+			}
+
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "DepthOnly"
+			Tags { "LightMode"="DepthOnly" }
+
+			ZWrite On
+			ColorMask 0
+			AlphaToMask Off
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			VertexOutput VertexFunction( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+
+				o.clipPos = TransformWorldToHClip( positionWS );
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+					vertexInput.positionWS = positionWS;
+					vertexInput.positionCS = o.clipPos;
+					o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN  ) : SV_TARGET
+			{
+				UNITY_SETUP_INSTANCE_ID(IN);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+
+				
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip(Alpha - AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+				return 0;
+			}
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "Universal2D"
+			Tags { "LightMode"="Universal2D" }
+			
+			Blend One One, One OneMinusSrcAlpha
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma multi_compile _ LIGHTMAP_ON
+			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
+			#pragma shader_feature _ _SAMPLE_GI
+			#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+			#pragma multi_compile _ DEBUG_DISPLAY
+			#define SHADERPASS SHADERPASS_UNLIT
+
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#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/Input.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				#ifdef ASE_FOG
+				float fogFactor : TEXCOORD2;
+				#endif
+				float4 ase_texcoord3 : TEXCOORD3;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _MainTex;
+
+
+						
+			VertexOutput VertexFunction ( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.ase_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_color = v.ase_color;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				o.ase_texcoord3.zw = 0;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float4 positionCS = TransformWorldToHClip( positionWS );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+				vertexInput.positionWS = positionWS;
+				vertexInput.positionCS = positionCS;
+				o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				#ifdef ASE_FOG
+				o.fogFactor = ComputeFogFactor( positionCS.z );
+				#endif
+				o.clipPos = positionCS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_color : COLOR;
+
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag ( VertexOutput IN  ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+				float cos25 = cos( (0.0 + (_MainTexRotation - 0.0) * (( 2.0 * PI ) - 0.0) / (1.0 - 0.0)) );
+				float sin25 = sin( (0.0 + (_MainTexRotation - 0.0) * (( 2.0 * PI ) - 0.0) / (1.0 - 0.0)) );
+				float2 rotator25 = mul( IN.ase_texcoord3.xy - float2( 0.5,0.5 ) , float2x2( cos25 , -sin25 , sin25 , cos25 )) + float2( 0.5,0.5 );
+				float4 break18 = ( tex2D( _MainTex, rotator25 ) * _MainTexChannel );
+				float clampResult20 = clamp( ( break18.r + break18.g + break18.b + break18.a ) , 0.0 , 1.0 );
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( clampResult20 * IN.ase_color * _Color * _Intensity * _ca ).rgb;
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+				float AlphaClipThresholdShadow = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip( Alpha - AlphaClipThreshold );
+				#endif
+
+				#if defined(_DBUFFER)
+					ApplyDecalToBaseColor(IN.clipPos, Color);
+				#endif
+
+				#if defined(_ALPHAPREMULTIPLY_ON)
+				Color *= Alpha;
+				#endif
+
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				#ifdef ASE_FOG
+					Color = MixFog( Color, IN.fogFactor );
+				#endif
+
+				return half4( Color, Alpha );
+			}
+
+			ENDHLSL
+		}
+
+
+		
+        Pass
+        {
+			
+            Name "SceneSelectionPass"
+            Tags { "LightMode"="SceneSelectionPass" }
+        
+			Cull Off
+
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+			int _ObjectId;
+			int _PassValue;
+
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+			
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
+				return outColor;
+			}
+
+			ENDHLSL
+        }
+
+		
+        Pass
+        {
+			
+            Name "ScenePickingPass"
+            Tags { "LightMode"="Picking" }
+        
+			HLSLPROGRAM
+
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+			
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+        
+			float4 _SelectionID;
+
+        
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = 0;
+				outColor = _SelectionID;
+				
+				return outColor;
+			}
+        
+			ENDHLSL
+        }
+		
+		
+        Pass
+        {
+			
+            Name "DepthNormals"
+            Tags { "LightMode"="DepthNormalsOnly" }
+
+			ZTest LEqual
+			ZWrite On
+
+        
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma multi_compile_fog
+			#pragma instancing_options renderinglayer
+			#pragma vertex vert
+			#pragma fragment frag
+
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define VARYINGS_NEED_NORMAL_WS
+
+			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+
+			#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"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			      
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
+
+				o.clipPos = TransformWorldToHClip(positionWS);
+				o.normalWS.xyz =  normalWS;
+
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
+        
+			ENDHLSL
+        }
+
+		
+        Pass
+        {
+			
+            Name "DepthNormalsOnly"
+            Tags { "LightMode"="DepthNormalsOnly" }
+        
+			ZTest LEqual
+			ZWrite On
+        
+        
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma exclude_renderers glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define ATTRIBUTES_NEED_TEXCOORD1
+			#define VARYINGS_NEED_NORMAL_WS
+			#define VARYINGS_NEED_TANGENT_WS
+        
+			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+        
+			#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"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _MainTexChannel;
+			float4 _Color;
+			float _MainTexRotation;
+			float _Intensity;
+			float _ca;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+      
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
+
+				o.clipPos = TransformWorldToHClip(positionWS);
+				o.normalWS.xyz =  normalWS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+				
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
+
+			ENDHLSL
+        }
+		
+	}
+	
+	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
+	Fallback "Hidden/InternalErrorShader"
+	
+}
+/*ASEBEGIN
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+WireConnection;24;0;21;0
+WireConnection;24;4;22;0
+WireConnection;25;0;23;0
+WireConnection;25;2;24;0
+WireConnection;17;0;10;0
+WireConnection;17;1;16;0
+WireConnection;18;0;17;0
+WireConnection;20;0;19;0
+WireConnection;11;0;20;0
+WireConnection;11;1;12;0
+WireConnection;11;2;14;0
+WireConnection;11;3;15;0
+WireConnection;11;4;26;0
+WireConnection;10;1;25;0
+WireConnection;19;0;18;0
+WireConnection;19;1;18;1
+WireConnection;19;2;18;2
+WireConnection;19;3;18;3
+WireConnection;1;2;11;0
+ASEEND*/
+//CHKSM=EE3658B85265F03029825D8FC0AE5A77A3E0C212

+ 10 - 0
Assets/Art/shaders/Add.shader.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 5d58d9325e3e1e444be135e45505d6a2
+ShaderImporter:
+  externalObjects: {}
+  defaultTextures: []
+  nonModifiableTextures: []
+  preprocessorOverride: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2060 - 0
Assets/Art/shaders/AddMoveTurbDissolve.shader

@@ -0,0 +1,2060 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "LT/AddMoveTurbDissolve"
+{
+	Properties
+	{
+		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
+		[ASEBegin]_CTime("_CTime", Float) = 1
+		[HDR]_Main_Color("Main_Color", Color) = (1,1,1,1)
+		_Alpha("Alpha", Range( 0 , 1)) = 1
+		_Main_Tex("Main_Tex", 2D) = "white" {}
+		_MainAlpha("MainAlpha", Range( 0 , 1)) = 0
+		_Main_UV("Main_UV", Vector) = (0,0,0,0)
+		_CustomDataMainUV("CustomDataMainUV", Range( 0 , 1)) = 0
+		_Turb_Noise("Turb_Noise", 2D) = "white" {}
+		_Turb_Value("Turb_Value", Float) = 0
+		_Turb_UV("Turb_UV", Vector) = (0,0,0,0)
+		_dissolve("dissolve", 2D) = "white" {}
+		_Diss_value("Diss_value", Float) = 0
+		_DissSoft("DissSoft", Float) = 0
+		_Diss_UV("Diss_UV", Vector) = (0,0,0,0)
+		_CustomDataDissolve("CustomDataDissolve", Range( 0 , 1)) = 0
+		_Mask("Mask", 2D) = "white" {}
+		_MaskUVSpeed("MaskUVSpeed", Vector) = (0,0,0,0)
+		[ASEEnd]_ca("_ca", Float) = 1
+
+		[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) = "" {}
+		//_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
+	}
+
+	SubShader
+	{
+		LOD 0
+
+		
+		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
+		
+		Cull Off
+		AlphaToMask Off
+		
+		HLSLINCLUDE
+		#pragma target 3.0
+
+		#pragma prefer_hlslcc gles
+		#pragma only_renderers d3d9 d3d11 glcore gles gles3 metal vulkan nomrt 
+
+		#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 One One, One One
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma multi_compile _ LIGHTMAP_ON
+			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
+			#pragma shader_feature _ _SAMPLE_GI
+			#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+			#pragma multi_compile _ DEBUG_DISPLAY
+			#define SHADERPASS SHADERPASS_UNLIT
+
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#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/Input.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				#ifdef ASE_FOG
+				float fogFactor : 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 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+			sampler2D _dissolve;
+
+
+						
+			VertexOutput VertexFunction ( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.ase_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				o.ase_texcoord3.zw = 0;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float4 positionCS = TransformWorldToHClip( positionWS );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+				vertexInput.positionWS = positionWS;
+				vertexInput.positionCS = positionCS;
+				o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				#ifdef ASE_FOG
+				o.fogFactor = ComputeFogFactor( positionCS.z );
+				#endif
+				o.clipPos = positionCS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : 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 ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag ( VertexOutput IN  ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float4 temp_cast_0 = (tex2DNode10.a).xxxx;
+				float4 lerpResult58 = lerp( tex2DNode10 , temp_cast_0 , round( _MainAlpha ));
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner53 = ( 1.0 * _Time.y * ( _MaskUVSpeed * _CTime ) + uv_Mask);
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _DissSoft ) , tex2D( _dissolve, panner31 ).r);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( lerpResult58 * _Main_Color * IN.ase_color * tex2D( _Mask, panner53 ).r * ( _ca * _Alpha ) * smoothstepResult33 ).rgb;
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+				float AlphaClipThresholdShadow = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip( Alpha - AlphaClipThreshold );
+				#endif
+
+				#if defined(_DBUFFER)
+					ApplyDecalToBaseColor(IN.clipPos, Color);
+				#endif
+
+				#if defined(_ALPHAPREMULTIPLY_ON)
+				Color *= Alpha;
+				#endif
+
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				#ifdef ASE_FOG
+					Color = MixFog( Color, IN.fogFactor );
+				#endif
+
+				return half4( Color, Alpha );
+			}
+
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "DepthOnly"
+			Tags { "LightMode"="DepthOnly" }
+
+			ZWrite On
+			ColorMask 0
+			AlphaToMask Off
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			VertexOutput VertexFunction( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+
+				o.clipPos = TransformWorldToHClip( positionWS );
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+					vertexInput.positionWS = positionWS;
+					vertexInput.positionCS = o.clipPos;
+					o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN  ) : SV_TARGET
+			{
+				UNITY_SETUP_INSTANCE_ID(IN);
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+
+				
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip(Alpha - AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+				return 0;
+			}
+			ENDHLSL
+		}
+
+		
+		Pass
+		{
+			
+			Name "Universal2D"
+			Tags { "LightMode"="Universal2D" }
+			
+			Blend One One, One One
+			ZWrite Off
+			ZTest LEqual
+			Offset 0 , 0
+			ColorMask RGBA
+			
+
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma multi_compile _ LIGHTMAP_ON
+			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
+			#pragma shader_feature _ _SAMPLE_GI
+			#pragma multi_compile _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+			#pragma multi_compile _ DEBUG_DISPLAY
+			#define SHADERPASS SHADERPASS_UNLIT
+
+
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#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"
+			#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/Input.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
+
+
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				float4 ase_texcoord : TEXCOORD0;
+				float4 ase_texcoord1 : TEXCOORD1;
+				float4 ase_color : COLOR;
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 worldPos : TEXCOORD0;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				float4 shadowCoord : TEXCOORD1;
+				#endif
+				#ifdef ASE_FOG
+				float fogFactor : 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 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			sampler2D _Main_Tex;
+			sampler2D _Turb_Noise;
+			sampler2D _Mask;
+			sampler2D _dissolve;
+
+
+						
+			VertexOutput VertexFunction ( VertexInput v  )
+			{
+				VertexOutput o = (VertexOutput)0;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				o.ase_texcoord3.xy = v.ase_texcoord.xy;
+				o.ase_texcoord4 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				
+				//setting value to unused interpolator channels and avoid initialization warnings
+				o.ase_texcoord3.zw = 0;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float4 positionCS = TransformWorldToHClip( positionWS );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				o.worldPos = positionWS;
+				#endif
+				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+				vertexInput.positionWS = positionWS;
+				vertexInput.positionCS = positionCS;
+				o.shadowCoord = GetShadowCoord( vertexInput );
+				#endif
+				#ifdef ASE_FOG
+				o.fogFactor = ComputeFogFactor( positionCS.z );
+				#endif
+				o.clipPos = positionCS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : 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 ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				o.ase_texcoord = v.ase_texcoord;
+				o.ase_texcoord1 = v.ase_texcoord1;
+				o.ase_color = v.ase_color;
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+				o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
+				o.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] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag ( VertexOutput IN  ) : SV_Target
+			{
+				UNITY_SETUP_INSTANCE_ID( IN );
+				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
+
+				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
+				float3 WorldPosition = IN.worldPos;
+				#endif
+				float4 ShadowCoords = float4( 0, 0, 0, 0 );
+
+				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
+						ShadowCoords = IN.shadowCoord;
+					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+					#endif
+				#endif
+				float2 uv_Turb_Noise = IN.ase_texcoord3.xy * _Turb_Noise_ST.xy + _Turb_Noise_ST.zw;
+				float2 panner12 = ( 1.0 * _Time.y * ( _Turb_UV * _CTime ) + uv_Turb_Noise);
+				float2 uv_Main_Tex = IN.ase_texcoord3.xy * _Main_Tex_ST.xy + _Main_Tex_ST.zw;
+				float2 panner19 = ( 1.0 * _Time.y * ( _Main_UV * _CTime ) + uv_Main_Tex);
+				float4 texCoord45 = IN.ase_texcoord4;
+				texCoord45.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float2 appendResult44 = (float2(texCoord45.z , texCoord45.w));
+				float2 lerpResult46 = lerp( panner19 , ( appendResult44 + uv_Main_Tex ) , round( _CustomDataMainUV ));
+				float4 tex2DNode10 = tex2D( _Main_Tex, ( ( tex2D( _Turb_Noise, panner12 ).r * _Turb_Value ) + lerpResult46 ) );
+				float4 temp_cast_0 = (tex2DNode10.a).xxxx;
+				float4 lerpResult58 = lerp( tex2DNode10 , temp_cast_0 , round( _MainAlpha ));
+				float2 uv_Mask = IN.ase_texcoord3.xy * _Mask_ST.xy + _Mask_ST.zw;
+				float2 panner53 = ( 1.0 * _Time.y * ( _MaskUVSpeed * _CTime ) + uv_Mask);
+				float4 texCoord48 = IN.ase_texcoord4;
+				texCoord48.xy = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+				float lerpResult69 = lerp( _Diss_value , texCoord48.x , _CustomDataDissolve);
+				float lerpResult50 = lerp( _Diss_value , texCoord48.x , round( _CustomDataDissolve ));
+				float2 uv_dissolve = IN.ase_texcoord3.xy * _dissolve_ST.xy + _dissolve_ST.zw;
+				float2 panner31 = ( 1.0 * _Time.y * ( _Diss_UV * _CTime ) + uv_dissolve);
+				float smoothstepResult33 = smoothstep( lerpResult69 , ( lerpResult50 + _DissSoft ) , tex2D( _dissolve, panner31 ).r);
+				
+				float3 BakedAlbedo = 0;
+				float3 BakedEmission = 0;
+				float3 Color = ( lerpResult58 * _Main_Color * IN.ase_color * tex2D( _Mask, panner53 ).r * ( _ca * _Alpha ) * smoothstepResult33 ).rgb;
+				float Alpha = 1;
+				float AlphaClipThreshold = 0.5;
+				float AlphaClipThresholdShadow = 0.5;
+
+				#ifdef _ALPHATEST_ON
+					clip( Alpha - AlphaClipThreshold );
+				#endif
+
+				#if defined(_DBUFFER)
+					ApplyDecalToBaseColor(IN.clipPos, Color);
+				#endif
+
+				#if defined(_ALPHAPREMULTIPLY_ON)
+				Color *= Alpha;
+				#endif
+
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				#ifdef ASE_FOG
+					Color = MixFog( Color, IN.fogFactor );
+				#endif
+
+				return half4( Color, Alpha );
+			}
+
+			ENDHLSL
+		}
+
+
+		
+        Pass
+        {
+			
+            Name "SceneSelectionPass"
+            Tags { "LightMode"="SceneSelectionPass" }
+        
+			Cull Off
+
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+			int _ObjectId;
+			int _PassValue;
+
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+			
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
+				return outColor;
+			}
+
+			ENDHLSL
+        }
+
+		
+        Pass
+        {
+			
+            Name "ScenePickingPass"
+            Tags { "LightMode"="Picking" }
+        
+			HLSLPROGRAM
+
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define SHADERPASS SHADERPASS_DEPTHONLY
+			
+
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+
+			
+
+			
+        
+			float4 _SelectionID;
+
+        
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				o.clipPos = TransformWorldToHClip(positionWS);
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+
+				#if _ALPHATEST_ON
+					float alphaClipThreshold = 0.01f;
+					#if ALPHA_CLIP_THRESHOLD
+						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
+					#endif
+					clip(surfaceDescription.Alpha - alphaClipThreshold);
+				#endif
+
+				half4 outColor = 0;
+				outColor = _SelectionID;
+				
+				return outColor;
+			}
+        
+			ENDHLSL
+        }
+		
+		
+        Pass
+        {
+			
+            Name "DepthNormals"
+            Tags { "LightMode"="DepthNormalsOnly" }
+
+			ZTest LEqual
+			ZWrite On
+
+        
+			HLSLPROGRAM
+			
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+			
+			#pragma only_renderers d3d11 glcore gles gles3 
+			#pragma multi_compile_fog
+			#pragma instancing_options renderinglayer
+			#pragma vertex vert
+			#pragma fragment frag
+
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define VARYINGS_NEED_NORMAL_WS
+
+			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+
+			#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"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			      
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+        
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
+
+				o.clipPos = TransformWorldToHClip(positionWS);
+				o.normalWS.xyz =  normalWS;
+
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
+        
+			ENDHLSL
+        }
+
+		
+        Pass
+        {
+			
+            Name "DepthNormalsOnly"
+            Tags { "LightMode"="DepthNormalsOnly" }
+        
+			ZTest LEqual
+			ZWrite On
+        
+        
+			HLSLPROGRAM
+        
+			#pragma multi_compile_instancing
+			#define _RECEIVE_SHADOWS_OFF 1
+			#define ASE_SRP_VERSION 999999
+
+        
+			#pragma exclude_renderers glcore gles gles3 
+			#pragma vertex vert
+			#pragma fragment frag
+        
+			#define ATTRIBUTES_NEED_NORMAL
+			#define ATTRIBUTES_NEED_TANGENT
+			#define ATTRIBUTES_NEED_TEXCOORD1
+			#define VARYINGS_NEED_NORMAL_WS
+			#define VARYINGS_NEED_TANGENT_WS
+        
+			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+        
+			#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"
+			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+        
+			
+
+			struct VertexInput
+			{
+				float4 vertex : POSITION;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct VertexOutput
+			{
+				float4 clipPos : SV_POSITION;
+				float3 normalWS : TEXCOORD0;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+				UNITY_VERTEX_OUTPUT_STEREO
+			};
+        
+			CBUFFER_START(UnityPerMaterial)
+			float4 _Main_Color;
+			float4 _Mask_ST;
+			float4 _Main_Tex_ST;
+			float4 _dissolve_ST;
+			float4 _Turb_Noise_ST;
+			float2 _Main_UV;
+			float2 _Diss_UV;
+			float2 _MaskUVSpeed;
+			float2 _Turb_UV;
+			float _CustomDataMainUV;
+			float _MainAlpha;
+			float _CTime;
+			float _ca;
+			float _Alpha;
+			float _Diss_value;
+			float _CustomDataDissolve;
+			float _DissSoft;
+			float _Turb_Value;
+			#ifdef TESSELLATION_ON
+				float _TessPhongStrength;
+				float _TessValue;
+				float _TessMin;
+				float _TessMax;
+				float _TessEdgeLength;
+				float _TessMaxDisp;
+			#endif
+			CBUFFER_END
+			
+
+			
+			struct SurfaceDescription
+			{
+				float Alpha;
+				float AlphaClipThreshold;
+			};
+      
+			VertexOutput VertexFunction(VertexInput v  )
+			{
+				VertexOutput o;
+				ZERO_INITIALIZE(VertexOutput, o);
+
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+				
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					float3 defaultVertexValue = v.vertex.xyz;
+				#else
+					float3 defaultVertexValue = float3(0, 0, 0);
+				#endif
+				float3 vertexValue = defaultVertexValue;
+				#ifdef ASE_ABSOLUTE_VERTEX_POS
+					v.vertex.xyz = vertexValue;
+				#else
+					v.vertex.xyz += vertexValue;
+				#endif
+				v.ase_normal = v.ase_normal;
+
+				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
+				float3 normalWS = TransformObjectToWorldNormal(v.ase_normal);
+
+				o.clipPos = TransformWorldToHClip(positionWS);
+				o.normalWS.xyz =  normalWS;
+				return o;
+			}
+
+			#if defined(TESSELLATION_ON)
+			struct VertexControl
+			{
+				float4 vertex : INTERNALTESSPOS;
+				float3 ase_normal : NORMAL;
+				
+				UNITY_VERTEX_INPUT_INSTANCE_ID
+			};
+
+			struct TessellationFactors
+			{
+				float edge[3] : SV_TessFactor;
+				float inside : SV_InsideTessFactor;
+			};
+
+			VertexControl vert ( VertexInput v )
+			{
+				VertexControl o;
+				UNITY_SETUP_INSTANCE_ID(v);
+				UNITY_TRANSFER_INSTANCE_ID(v, o);
+				o.vertex = v.vertex;
+				o.ase_normal = v.ase_normal;
+				
+				return o;
+			}
+
+			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
+			{
+				TessellationFactors o;
+				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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+				#elif defined(ASE_LENGTH_TESSELLATION)
+				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
+				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+				#endif
+				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+				return o;
+			}
+
+			[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")]
+			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
+			{
+				VertexInput o = (VertexInput) 0;
+				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+				o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
+				
+				#if defined(ASE_PHONG_TESSELLATION)
+				float3 pp[3];
+				for (int i = 0; i < 3; ++i)
+					pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
+				float phongStrength = _TessPhongStrength;
+				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+				#endif
+				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+				return VertexFunction(o);
+			}
+			#else
+			VertexOutput vert ( VertexInput v )
+			{
+				return VertexFunction( v );
+			}
+			#endif
+
+			half4 frag(VertexOutput IN ) : SV_TARGET
+			{
+				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+				
+				surfaceDescription.Alpha = 1;
+				surfaceDescription.AlphaClipThreshold = 0.5;
+				
+				#if _ALPHATEST_ON
+					clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+				#endif
+
+				#ifdef LOD_FADE_CROSSFADE
+					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
+				#endif
+
+				float3 normalWS = IN.normalWS;
+				return half4(NormalizeNormalPerPixel(normalWS), 0.0);
+
+			}
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