Shader /*ase_name*/ "Hidden/HD/Hair" /*end*/
{
	Properties
	{
		/*ase_props*/
		[HideInInspector] [ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector] _StencilRef("Stencil Ref", Int) = 0
		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 6
		[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 8
		[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8
		[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 40
		[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 40
		[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4
		[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4
		[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 14
		[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 10
		[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
		[HideInInspector] [ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
		[HideInInspector] [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
		[HideInInspector] _SurfaceType("Surface Type", Float) = 0
		[HideInInspector] _BlendMode("Blend Mode", Float) = 0
		[HideInInspector] _SrcBlend("Src Blend", Float) = 1
		[HideInInspector] _DstBlend("Dst Blend", Float) = 0
		[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
		[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
		[HideInInspector] [ToggleUI] _ZWrite("ZWrite", Float) = 1
		[HideInInspector] [ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
		[HideInInspector] _CullMode("Cull Mode", Float) = 2
		[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Int) = 0
		[HideInInspector] [ToggleUI] _EnableFogOnTransparent("Enable Fog On Transparent", Float) = 1
		[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2
		[HideInInspector] [Enum(Front, 1, Back, 2)] _TransparentCullMode("Transparent Cull Mode", Float) = 2
		[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4
		[HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Float) = 4
		[HideInInspector] [ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
		[HideInInspector] [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
		[HideInInspector] [ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
		[HideInInspector] [ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
		[HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
		[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = ( 1, 1, -1, 0 )
		[HideInInspector]_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		[HideInInspector]_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		[HideInInspector]_TessMin( "Tess Min Distance", Float ) = 10
		[HideInInspector]_TessMax( "Tess Max Distance", Float ) = 25
		[HideInInspector]_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		[HideInInspector]_TessMaxDisp( "Tess Max Displacement", Float ) = 25
	}

	SubShader
	{
		/*ase_subshader_options:Name=Additional Options
			Port:ForwardOnly:Bent Normal
				On:SetDefine:ASE_BENT_NORMAL 1
			Port:ForwardOnly:Occlusion
				On:SetDefine:_AMBIENT_OCCLUSION 1
			Port:ForwardOnly:Baked GI
				On:SetDefine:_ASE_BAKEDGI 1
			Port:ForwardOnly:Baked Back GI
				On:SetDefine:_ASE_BAKEDBACKGI 1
			Port:ForwardOnly:Hair Strand Direction
				On:SetDefine:_ASE_HAIRDIRECTION 1
			Port:ForwardOnly:Vertex Offset
				On:SetDefine:HAVE_MESH_MODIFICATION
			Option:Surface Type:Opaque,Transparent:Opaque
				Opaque:SetShaderProperty:_SurfaceType,0
				Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
				Opaque:SetPropertyOnSubShader:ZWrite,On
				Opaque:SetPropertyOnSubShader:BlendRGB,One,Zero
				Opaque:SetDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
				Opaque:SetDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
				Opaque:HideOption:  Preserve Specular Lighting
				Opaque:HideOption:  Receive Fog
				Opaque:HideOption:  Back Then Front Rendering
				Opaque:HideOption:  Transparent Depth Prepass
				Opaque:HideOption:  Transparent Depth Postpass
				Opaque:HideOption:  Transparent Writes Motion Vector
				Opaque:HideOption:  Depth Write
				Opaque:HideOption:  Depth Test
				Transparent:SetShaderProperty:_SurfaceType,1
				Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
				Transparent:SetPropertyOnSubShader:ZWrite,Off
				Transparent:SetPropertyOnSubShader:BlendRGB,SrcAlpha,OneMinusSrcAlpha
				Transparent:RemoveDefine:ForwardOnly:pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
				Transparent:RemoveDefine:ForwardOnly:REMOVE_CLUSTERED_LIGHTLIST
				Transparent:ShowOption:  Preserve Specular Lighting
				Transparent:ShowOption:  Receive Fog
				Transparent:ShowOption:  Back Then Front Rendering
				Transparent:ShowOption:  Transparent Depth Prepass
				Transparent:ShowOption:  Transparent Depth Postpass
				Transparent:ShowOption:  Transparent Writes Motion Vector
				Transparent:ShowOption:  Depth Write
				Transparent:ShowOption:  Depth Test
			Option:  Preserve Specular Lighting:false,true:true
				true:SetDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
				false,disable:RemoveDefine:_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
			Option:  Receive Fog:false,true:true
				false:SetShaderProperty:_EnableFogOnTransparent,0
			Option:  Back Then Front Rendering:false,true:false
				true:IncludePass:TransparentBackface
				true:SetShaderProperty:_TransparentBackfaceEnable,1
				false,disable:ExcludePass:TransparentBackface
			Option:  Transparent Depth Prepass:false,true:false
				true:IncludePass:TransparentDepthPrepass
				true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Prepass
				false,disable:ExcludePass:TransparentDepthPrepass
				false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Prepass
			Option:  Transparent Depth Postpass:false,true:false
				true:IncludePass:TransparentDepthPostpass
				true:ShowPort:ForwardOnly:Alpha Clip Threshold Depth Postpass
				false,disable:ExcludePass:TransparentDepthPostpass
				false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Depth Postpass
			Option:  Transparent Writes Motion Vector:false,true:false
				true:SetDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
				false,disable:RemoveDefine:_TRANSPARENT_WRITES_MOTION_VEC 1
			Option:  Depth Write:false,true:false
				true:SetShaderProperty:_ZWrite,1
				true:SetShaderProperty:_TransparentZWrite,1
				false,disable:SetShaderProperty:_ZWrite,0
				false,disable:SetShaderProperty:_TransparentZWrite,0
			Option:  Cull Mode:Back,Front:Back
				Back,disable:SetShaderProperty:_TransparentCullMode,2
				Front:SetShaderProperty:_TransparentCullMode,1
			Option:  Depth Test:Disabled,Never,Less,Equal,Less Equal,Greater,Not Equal,Greater Equal,Always:Less Equal
				Never:SetShaderProperty:_ZTestTransparent,1
				Less:SetShaderProperty:_ZTestTransparent,2
				Equal:SetShaderProperty:_ZTestTransparent,3
				Less Equal:SetShaderProperty:_ZTestTransparent,4
				Greater:SetShaderProperty:_ZTestTransparent,5
				Not Equal:SetShaderProperty:_ZTestTransparent,6
				Greater Equal:SetShaderProperty:_ZTestTransparent,7
				Always:SetShaderProperty:_ZTestTransparent,8
			Option:Double-Sided:Disabled,Enabled,Flipped Normals,Mirrored Normals:Disabled
				Disabled,disable:RemoveDefine:ASE_NEED_CULLFACE 1
				Enabled,Flipped Normals,Mirrored Normals:SetDefine:ASE_NEED_CULLFACE 1
				Enabled,Flipped Normals,Mirrored Normals:SetShaderProperty:_DoubleSidedEnable,1
				Flipped Normals:SetShaderProperty:_DoubleSidedNormalMode,0
				Mirrored Normals:SetShaderProperty:_DoubleSidedNormalMode,1
			Option:Alpha Clipping:false,true:false
				true:SetShaderProperty:_AlphaCutoffEnable,1
				true:ShowOption:  Use Shadow Threshold
				true:ShowPort:ForwardOnly:Alpha Clip Threshold
				false:HideOption:  Use Shadow Threshold
				false:HidePort:ForwardOnly:Alpha Clip Threshold
			Option:  Use Shadow Threshold:false,true:false
				true:SetDefine:_ALPHATEST_SHADOW_ON 1
				true:ShowPort:ForwardOnly:Alpha Clip Threshold Shadow
				true:SetShaderProperty:_UseShadowThreshold,1
				false,disable:RemoveDefine:_ALPHATEST_SHADOW_ON 1
				false,disable:HidePort:ForwardOnly:Alpha Clip Threshold Shadow
			Option:Receive Decals:false,true:true
				true:RemoveDefine:_DISABLE_DECALS 1
				false:SetDefine:_DISABLE_DECALS 1
			Option:Receives SSR:false,true:true
				false:SetDefine:_DISABLE_SSR 1
				false:SetShaderProperty:_ReceivesSSR,0
				true:RemoveDefine:_DISABLE_SSR 1
				true:SetShaderProperty:_ReceivesSSR,1
			Option:Motion Vectors:false,true:true
				true:SetShaderProperty:_AddPrecomputedVelocity,[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				false:SetShaderProperty:_AddPrecomputedVelocity,//[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
				true:ShowOption:  Add Precomputed Velocity
				false:HideOption:  Add Precomputed Velocity
				true:IncludePass:MotionVectors
				false:ExcludePass:MotionVectors
			Option:  Add Precomputed Velocity:false,true:false
				false,disable:RemoveDefine:_ADD_PRECOMPUTED_VELOCITY 1
				true:SetDefine:_ADD_PRECOMPUTED_VELOCITY 1
				true:SetShaderProperty:_AddPrecomputedVelocity,1
			Option:Geometric Specular AA:false,true:false
				true:SetDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
				true:SetDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
				true:ShowPort:ForwardOnly:Specular AA Screen Space Variance
				true:ShowPort:ForwardOnly:Specular AA Threshold
				false:RemoveDefine:ForwardOnly:_ENABLE_GEOMETRIC_SPECULAR_AA 1
				false:RemoveDefine:META:_ENABLE_GEOMETRIC_SPECULAR_AA 1
				false:HidePort:ForwardOnly:Specular AA Screen Space Variance
				false:HidePort:ForwardOnly:Specular AA Threshold
			Option:Specular Occlusion Mode:Off,From AO,From AO And Bent Normal,Custom:From AO
				Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				Off:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				Off:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				Off:HidePort:ForwardOnly:Specular Occlusion
				From AO:SetDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				From AO:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				From AO:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				From AO:HidePort:ForwardOnly:Specular Occlusion
				From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				From AO And Bent Normal:SetDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				From AO And Bent Normal:RemoveDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				From AO And Bent Normal:HidePort:ForwardOnly:Specular Occlusion
				Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO 1
				Custom:RemoveDefine:_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
				Custom:SetDefine:_SPECULAR_OCCLUSION_CUSTOM 1
				Custom:ShowPort:ForwardOnly:Specular Occlusion
			Option:Override Baked GI:false,true:false
				true:ShowPort:ForwardOnly:Baked GI
				true:ShowPort:ForwardOnly:Baked Back GI
				false:HidePort:ForwardOnly:Baked GI
				false:HidePort:ForwardOnly:Baked Back GI
			Option:Depth Offset:false,true:false
				true:SetDefine:_DEPTHOFFSET_ON 1
				true:ShowPort:ForwardOnly:DepthOffset
				false:RemoveDefine:_DEPTHOFFSET_ON 1
				false:HidePort:ForwardOnly:DepthOffset
			Option:Use Light Facing Normal:false,true:false
				true:SetDefine:_USE_LIGHT_FACING_NORMAL 1
				false:RemoveDefine:_USE_LIGHT_FACING_NORMAL 1
			Option:DOTS Instancing:false,true:false
				true:SetDefine:pragma multi_compile _ DOTS_INSTANCING_ON
				false:RemoveDefine:pragma multi_compile _ DOTS_INSTANCING_ON
			Option:Support LOD CrossFade:false,true:false
				true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
				false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
			Option:Tessellation:false,true:false
				true:SetDefine:TESSELLATION_ON 1
				true:SetDefine:pragma require tessellation tessHW
				true:SetDefine:pragma hull HullFunction
				true:SetDefine:pragma domain DomainFunction
				true:ShowOption:  Phong
				true:ShowOption:  Type
				false,disable:RemoveDefine:TESSELLATION_ON 1
				false,disable:RemoveDefine:pragma require tessellation tessHW
				false,disable:RemoveDefine:pragma hull HullFunction
				false,disable:RemoveDefine:pragma domain DomainFunction
				false,disable:HideOption:  Phong
				false,disable:HideOption:  Type
			Option:  Phong:false,true:false
				true:SetDefine:ASE_PHONG_TESSELLATION
				false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
				true:ShowOption:  Strength
				false,disable:HideOption:  Strength
			Field:  Strength:Float:0.5:0:1:_TessPhongStrength
				Change:SetMaterialProperty:_TessPhongStrength
				Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
			Option:  Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
				Fixed:SetDefine:ASE_FIXED_TESSELLATION
				Fixed,Distance Based:ShowOption:  Tess
				Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
				Distance Based:ShowOption:  Min
				Distance Based:ShowOption:  Max
				Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
				Edge Length,Edge Length Cull:ShowOption:  Edge Length
				Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
				Edge Length Cull:ShowOption:  Max Displacement
				disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
				disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
				disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
				disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
				disable,Edge Length,Edge Length Cull:HideOption:  Tess
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Min
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Max
				disable,Fixed,Distance Based:HideOption:  Edge Length
				disable,Fixed,Distance Based,Edge Length:HideOption:  Max Displacement
			Field:  Tess:Float:16:1:32:_TessValue
				Change:SetMaterialProperty:_TessValue
				Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
				Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
			Field:  Min:Float:10:_TessMin
				Change:SetMaterialProperty:_TessMin
				Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
				Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
			Field:  Max:Float:25:_TessMax
				Change:SetMaterialProperty:_TessMax
				Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
			Field:  Edge Length:Float:16:2:50:_TessEdgeLength
				Change:SetMaterialProperty:_TessEdgeLength
				Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
				Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
			Field:  Max Displacement:Float:25:_TessMaxDisp
				Change:SetMaterialProperty:_TessMaxDisp
				Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
			Option:Vertex Position:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:ForwardOnly:24,Vertex Position
				Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Relative:SetPortName:ForwardOnly:24,Vertex Offset
		*/

		Tags
		{
			"RenderPipeline"="HDRenderPipeline"
			"RenderType"="HDLitShader"
			"Queue"="Geometry+0"
		}

		HLSLINCLUDE
		#pragma target 4.5
		#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
		#pragma multi_compile_instancing
		#pragma instancing_options renderinglayer

		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 DistanceFromPlaneASE (float3 pos, float4 plane)
		{
			return dot (float4(pos,1.0f), plane);
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(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;
		}
		ENDHLSL

		/*ase_pass*/
		Pass
		{
			/*ase_main_pass*/
			Name "ForwardOnly"
			Tags { "LightMode" = "ForwardOnly" }

			Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
			Cull [_CullModeForward]
			ZTest [_ZTestDepthEqualForOpaque]
			ZWrite [_ZWrite]

			Stencil
			{
				WriteMask [_StencilWriteMask]
				Ref [_StencilRef]
				Comp Always
				Pass Replace
			}

			ColorMask [_ColorMaskTransparentVel] 1

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_FORWARD
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
			#if !defined(REMOVE_CLUSTERED_LIGHTLIST)
			#define USE_CLUSTERED_LIGHTLIST
			#endif
			#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH

			#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
			#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
			#endif

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
			#define HAS_LIGHTLOOP
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2;uv4=tc4;uv5=tc5*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				float3 interp01 : TEXCOORD1;
				float4 interp02 : TEXCOORD2;
				float4 interp03 : TEXCOORD3;
				float4 interp04 : TEXCOORD4;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 vpassPositionCS : TEXCOORD5;
					float3 vpassPreviousPositionCS : TEXCOORD6;
				#endif
				/*ase_interp(7,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2;uv1=tc3;uv2=tc4*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END

			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Albedo;
				float3 Normal;
				float3 BentNormal;
				float3 HairStrandDirection;
				float3 Transmittance;
				float RimTransmissionIntensity;
				float Smoothness;
				float Occlusion;
				float Alpha;
				float AlphaClipThreshold;
				float AlphaClipThresholdShadow;
				float AlphaClipThresholdDepthPrepass;
				float AlphaClipThresholdDepthPostpass;
				float SpecularOcclusion;
				float SpecularAAScreenSpaceVariance;
				float SpecularAAThreshold;
				float3 SpecularTint;
				float SpecularShift;
				float3 SecondarySpecularTint;
				float SecondarySmoothness;
				float SecondarySpecularShift;
				float3 BakedGI;
				float3 BakedBackGI;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.diffuseColor =						surfaceDescription.Albedo;
				surfaceData.perceptualSmoothness =				surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =					surfaceDescription.Occlusion;
				surfaceData.transmittance =						surfaceDescription.Transmittance;
				surfaceData.rimTransmissionIntensity =			surfaceDescription.RimTransmissionIntensity;
				surfaceData.specularTint =						surfaceDescription.SpecularTint;
				surfaceData.specularShift =						surfaceDescription.SpecularShift;
				surfaceData.secondaryPerceptualSmoothness =		surfaceDescription.SecondarySmoothness;
				surfaceData.secondarySpecularTint =				surfaceDescription.SecondarySpecularTint;
				surfaceData.secondarySpecularShift =			surfaceDescription.SecondarySpecularShift;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =					surfaceDescription.SpecularOcclusion;
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				#ifdef _ASE_HAIRDIRECTION
				surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld);
				#endif
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;
				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _ASE_BAKEDGI
				builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
				#endif
				#ifdef _ASE_BAKEDBACKGI
				builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
				#endif

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
			{
				_TimeParameters.xyz = timeParameters;
				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;24;-1;_VertexOffset*/defaultVertexValue/*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;25;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;26;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
				return inputMesh;
			}

			VertexOutput VertexFunction(VertexInput inputMesh)
			{
				VertexOutput o = (VertexOutput)0;
				VertexInput defaultMesh = inputMesh;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						VertexInput previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						VertexOutput test = (VertexOutput)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}
				#endif

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				o.interp01.xyz = normalWS;
				o.interp02.xyzw = tangentWS;
				o.interp03.xyzw = inputMesh.uv1;
				o.interp04.xyzw = inputMesh.uv2;

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.vpassPositionCS = float3(VPASSpositionCS.xyw);
					o.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = v.previousPositionOS;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = v.precomputedVelocity;
					#endif
				#endif
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
					#endif
				#endif
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag(VertexOutput packedInput,
				#ifdef OUTPUT_SPLIT_LIGHTING
					out float4 outColor : SV_Target0,
					out float4 outDiffuseLighting : SV_Target1,
					OUTPUT_SSSBUFFER(outSSSBuffer)
				#else
					out float4 outColor : SV_Target0
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					, out float4 outMotionVec : SV_Target1
				#endif
				#endif
				#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
				#endif

				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.interp03.xyzw;
				input.texCoord2 = packedInput.interp04.xyzw;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
				uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();

				PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex );

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*end*/;
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;2;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/;

				surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/;
				surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/;
				surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/;

				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;10;-1;_AlphaClipShadow*/0.5/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;11;-1;_AlphaClipDepthPrepass*/0.5/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;12;-1;_AlphaClipDepthPostpass*/0.5/*end*/;

				surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;13;-1;_SpecularOcclusion*/1/*end*/;
				surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;14;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/;
				surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;15;-1;_SpecularAAThreshold*/0.2/*end*/;

				surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;16;-1;_SpecularTint*/float3(1,1,1)/*end*/;
				surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;17;-1;_SpecularShift*/0.1/*end*/;
				surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;18;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/;
				surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;19;-1;_SecondarySmoothness*/0.5/*end*/;
				surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;20;-1;_SecondarySpecularShift*/-0.1/*end*/;

				surfaceDescription.BakedGI = /*ase_frag_out:Baked GI;Float3;21;-1;_BakedGI*/0/*end*/;
				surfaceDescription.BakedBackGI = /*ase_frag_out:Baked Back GI;Float3;22;-1;_BakedBackGI*/0/*end*/;

				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;23;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);

				BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);

				PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

				outColor = float4(0.0, 0.0, 0.0, 0.0);
				#ifdef DEBUG_DISPLAY
				#ifdef OUTPUT_SPLIT_LIGHTING
					outDiffuseLighting = 0;
					ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
				#endif

				bool viewMaterial = false;
				int bufferSize = int(_DebugViewMaterialArray[0]);
				if (bufferSize != 0)
				{
					bool needLinearToSRGB = false;
					float3 result = float3(1.0, 0.0, 1.0);

					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = int(_DebugViewMaterialArray[index]);

						if (indexMaterialProperty != 0)
						{
							viewMaterial = true;

							GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
							GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
							GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
							GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
							GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
						}
					}

					if (!needLinearToSRGB)
						result = SRGBToLinear(max(0, result));

					outColor = float4(result, 1.0);
				}

				if (!viewMaterial)
				{
					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
					{
						float3 result = float3(0.0, 0.0, 0.0);

						GetPBRValidatorDebug(surfaceData, result);

						outColor = float4(result, 1.0f);
					}
					else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outColor = result;
					}
					else
				#endif
					{
				#ifdef _SURFACE_TYPE_TRANSPARENT
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
				#else
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
				#endif
						float3 diffuseLighting;
						float3 specularLighting;

						LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);

						diffuseLighting *= GetCurrentExposureMultiplier();
						specularLighting *= GetCurrentExposureMultiplier();

				#ifdef OUTPUT_SPLIT_LIGHTING
						if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
						{
							outColor = float4(specularLighting, 1.0);
							outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
						}
						else
						{
							outColor = float4(diffuseLighting + specularLighting, 1.0);
							outDiffuseLighting = 0;
						}
						ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
				#else
						outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
						outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
				#endif

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
						float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);

						bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
						if (!forceNoMotion)
						{
							float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
							EncodeMotionVector(motionVec * 0.5, outMotionVec);
							outMotionVec.zw = 1.0;
						}
				#endif
					}

				#ifdef DEBUG_DISPLAY
				}
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "DepthForwardOnly"
			Tags { "LightMode" = "DepthForwardOnly" }

			Cull [_CullMode]
			ZWrite On

			Stencil
			{
				WriteMask [_StencilWriteMaskDepth]
				Ref [_StencilRefDepth]
				Comp Always
				Pass Replace
			}

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define WRITE_NORMAL_BUFFER
			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				float3 interp01 : TEXCOORD1;
				float4 interp02 : TEXCOORD2;
				/*ase_interp(3,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Normal;
				float Smoothness;
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =				surfaceDescription.Smoothness;

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput o;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;5;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;6;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;7;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				o.interp01.xyz = normalWS;
				o.interp02.xyzw = tangentWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				#ifdef WRITE_NORMAL_BUFFER
				, out float4 outNormalBuffer : SV_Target0
					#ifdef WRITE_MSAA_DEPTH
					, out float1 depthColor : SV_Target1
					#endif
				#elif defined(WRITE_MSAA_DEPTH)
				, out float4 outNormalBuffer : SV_Target0
				, out float1 depthColor : SV_Target1
				#elif defined(SCENESELECTIONPASS)
				, out float4 outColor : SV_Target0
				#endif
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;4;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "SceneSelectionPass"
			Tags { "LightMode" = "SceneSelectionPass" }

			ColorMask 0

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENESELECTIONPASS
			#pragma editor_sync_compilation

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			int _ObjectId;
			int _PassValue;

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput o;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				, out float4 outColor : SV_Target0
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }

			Blend One Zero
			Cull [_CullMode]
			ZWrite On
			ZClip [_ZClip]
			ColorMask 0

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_SHADOWS

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(1,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
				float AlphaClipThresholdShadow;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				#ifdef _ALPHATEST_SHADOW_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
				#else
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput o;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				#ifdef WRITE_NORMAL_BUFFER
				, out float4 outNormalBuffer : SV_Target0
					#ifdef WRITE_MSAA_DEPTH
					, out float1 depthColor : SV_Target1
					#endif
				#elif defined(WRITE_MSAA_DEPTH)
				, out float4 outNormalBuffer : SV_Target0
				, out float1 depthColor : SV_Target1
				#elif defined(SCENESELECTIONPASS)
				, out float4 outColor : SV_Target0
				#endif
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;2;-1;_AlphaClipShadow*/0.5/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;3;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "META"
			Tags { "LightMode" = "Meta" }

			Cull Off

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				/*ase_interp(0,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END

			CBUFFER_START( UnityMetaPass )
			bool4 unity_MetaVertexControl;
			bool4 unity_MetaFragmentControl;
			CBUFFER_END

			float unity_OneOverOutputBoost;
			float unity_MaxOutputValue;

			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Albedo;
				float3 Normal;
				float3 BentNormal;
				float3 HairStrandDirection;
				float3 Transmittance;
				float RimTransmissionIntensity;
				float Smoothness;
				float Occlusion;
				float Alpha;
				float AlphaClipThreshold;
				float SpecularOcclusion;
				float SpecularAAScreenSpaceVariance;
				float SpecularAAThreshold;
				float3 SpecularTint;
				float SpecularShift;
				float3 SecondarySpecularTint;
				float SecondarySmoothness;
				float SecondarySpecularShift;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.diffuseColor =						surfaceDescription.Albedo;
				surfaceData.perceptualSmoothness =				surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =					surfaceDescription.Occlusion;
				surfaceData.transmittance =						surfaceDescription.Transmittance;
				surfaceData.rimTransmissionIntensity =			surfaceDescription.RimTransmissionIntensity;
				surfaceData.specularTint =						surfaceDescription.SpecularTint;
				surfaceData.specularShift =						surfaceDescription.SpecularShift;
				surfaceData.secondaryPerceptualSmoothness =		surfaceDescription.SecondarySmoothness;
				surfaceData.secondarySpecularTint =				surfaceDescription.SecondarySpecularTint;
				surfaceData.secondarySpecularShift =			surfaceDescription.SecondarySpecularShift;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =					surfaceDescription.SpecularOcclusion;
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				#ifdef _ASE_HAIRDIRECTION
				surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld);
				#endif
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;
				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction( VertexInput inputMesh /*ase_vert_input*/ )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID( inputMesh );
				UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;18;-1;_VertexOffset*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;19;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;20;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;

				float2 uv = float2( 0.0, 0.0 );
				if( unity_MetaVertexControl.x )
				{
					uv = inputMesh.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				}
				else if( unity_MetaVertexControl.y )
				{
					uv = inputMesh.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				}

				o.positionCS = float4( uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0 );
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			float4 Frag( VertexOutput packedInput /*ase_frag_input*/ ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS );

				float3 V = float3( 1.0, 1.0, 1.0 );

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*end*/;
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;2;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/;

				surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/;
				surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/;
				surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/;

				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/;

				surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;10;-1;_SpecularOcclusion*/1/*end*/;
				surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;11;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/;
				surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;12;-1;_SpecularAAThreshold*/0.2/*end*/;

				surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;13;-1;_SpecularTint*/float3(1,1,1)/*end*/;
				surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;14;-1;_SpecularShift*/0.1/*end*/;
				surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;15;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/;
				surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;16;-1;_SecondarySmoothness*/0.5/*end*/;
				surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;17;-1;_SecondarySpecularShift*/-0.1/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData( surfaceDescription,input, V, posInput, surfaceData, builtinData );
				BSDFData bsdfData = ConvertSurfaceDataToBSDFData( input.positionSS.xy, surfaceData );
				LightTransportData lightTransportData = GetLightTransportData( surfaceData, builtinData, bsdfData );

				float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
				if( unity_MetaFragmentControl.x )
				{
					res.rgb = clamp( pow( abs( lightTransportData.diffuseColor ), saturate( unity_OneOverOutputBoost ) ), 0, unity_MaxOutputValue );
				}

				if( unity_MetaFragmentControl.y )
				{
					res.rgb = lightTransportData.emissiveColor;
				}
				return res;
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "TransparentBackface"
			Tags { "LightMode" = "TransparentBackface" }

			Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
			Cull Front
			ZTest [_ZTestTransparent]
			ZWrite [_ZWrite]

			ColorMask [_ColorMaskTransparentVel] 1

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_FORWARD
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile _ SHADOWS_SHADOWMASK
			#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
			#if !defined(REMOVE_CLUSTERED_LIGHTLIST)
			#define USE_CLUSTERED_LIGHTLIST
			#endif
			#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH

			#if !defined(DEBUG_DISPLAY) && defined(_ALPHATEST_ON)
			#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
			#endif

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
			#define HAS_LIGHTLOOP
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				/*ase_vdata:p=p;n=n;t=t;uv1=tc1;uv2=tc2;uv4=tc4;uv5=tc5*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				float3 interp01 : TEXCOORD1;
				float4 interp02 : TEXCOORD2;
				float4 interp03 : TEXCOORD3;
				float4 interp04 : TEXCOORD4;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 vpassPositionCS : TEXCOORD5;
					float3 vpassPreviousPositionCS : TEXCOORD6;
				#endif
				/*ase_interp(7,):sp=sp.xyzw;rwp=tc0;wn=tc1;wt=tc2;uv1=tc3;uv2=tc4*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END

			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Albedo;
				float3 Normal;
				float3 BentNormal;
				float3 HairStrandDirection;
				float3 Transmittance;
				float RimTransmissionIntensity;
				float Smoothness;
				float Occlusion;
				float Alpha;
				float AlphaClipThreshold;
				float AlphaClipThresholdShadow;
				float AlphaClipThresholdDepthPrepass;
				float AlphaClipThresholdDepthPostpass;
				float SpecularOcclusion;
				float SpecularAAScreenSpaceVariance;
				float SpecularAAThreshold;
				float3 SpecularTint;
				float SpecularShift;
				float3 SecondarySpecularTint;
				float SecondarySmoothness;
				float SecondarySpecularShift;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.diffuseColor =						surfaceDescription.Albedo;
				surfaceData.perceptualSmoothness =				surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =					surfaceDescription.Occlusion;
				surfaceData.transmittance =						surfaceDescription.Transmittance;
				surfaceData.rimTransmissionIntensity =			surfaceDescription.RimTransmissionIntensity;
				surfaceData.specularTint =						surfaceDescription.SpecularTint;
				surfaceData.specularShift =						surfaceDescription.SpecularShift;
				surfaceData.secondaryPerceptualSmoothness =		surfaceDescription.SecondarySmoothness;
				surfaceData.secondarySpecularTint =				surfaceDescription.SecondarySpecularTint;
				surfaceData.secondarySpecularShift =			surfaceDescription.SecondarySpecularShift;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =					surfaceDescription.SpecularOcclusion;
				#endif

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				#ifdef _ASE_HAIRDIRECTION
				surfaceData.hairStrandDirectionWS = TransformTangentToWorld(surfaceDescription.HairStrandDirection, fragInputs.tangentToWorld);
				#endif
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;
				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				#if defined(_SPECULAR_OCCLUSION_CUSTOM)
				#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO( V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness( surfaceData.perceptualSmoothness ) );
				#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion( ClampNdotV( dot( surfaceData.normalWS, V ) ), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness( surfaceData.perceptualSmoothness ) );
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
			{
				_TimeParameters.xyz = timeParameters;
				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;22;-1;_VertexOffset*/defaultVertexValue/*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;23;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;24;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
				return inputMesh;
			}

			VertexOutput VertexFunction(VertexInput inputMesh)
			{
				VertexOutput o = (VertexOutput)0;
				VertexInput defaultMesh = inputMesh;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						VertexInput previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						VertexOutput test = (VertexOutput)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}
				#endif

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				o.interp01.xyz = normalWS;
				o.interp02.xyzw = tangentWS;
				o.interp03.xyzw = inputMesh.uv1;
				o.interp04.xyzw = inputMesh.uv2;

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.vpassPositionCS = float3(VPASSpositionCS.xyw);
					o.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = v.previousPositionOS;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = v.precomputedVelocity;
					#endif
				#endif
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
					#endif
				#endif
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag(VertexOutput packedInput,
				#ifdef OUTPUT_SPLIT_LIGHTING
					out float4 outColor : SV_Target0,
					out float4 outDiffuseLighting : SV_Target1,
					OUTPUT_SSSBUFFER(outSSSBuffer)
				#else
					out float4 outColor : SV_Target0
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					, out float4 outMotionVec : SV_Target1
				#endif
				#endif
				#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
				#endif

				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;
				/*ase_local_var:wn*/float3 normalWS = packedInput.interp01.xyz;
				/*ase_local_var:wt*/float4 tangentWS = packedInput.interp02.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.interp03.xyzw;
				input.texCoord2 = packedInput.interp04.xyzw;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
				uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();

				PositionInputs posInput = GetPositionInput( input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex );

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/float3( 0.7353569, 0.7353569, 0.7353569 )/*end*/;
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.BentNormal = /*ase_frag_out:Bent Normal;Float3;2;-1;_BentNormal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;3;-1;_Smoothness*/0.5/*end*/;
				surfaceDescription.Occlusion = /*ase_frag_out:Occlusion;Float;4;-1;_Occlusion*/1/*end*/;

				surfaceDescription.Transmittance = /*ase_frag_out:Transmittance;Float3;5;-1;_Transmittance*/float3(0.3,0.19,0.09)/*end*/;
				surfaceDescription.RimTransmissionIntensity = /*ase_frag_out:Rim Transmission Intensity;Float;6;-1;_RimTransmissionIntensity*/0.2/*end*/;
				surfaceDescription.HairStrandDirection = /*ase_frag_out:Hair Strand Direction;Float3;7;-1;_HairStrandDirection*/float3(0,-1,0)/*end*/;

				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;8;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;9;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;10;-1;_AlphaClipShadow*/0.5/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;11;-1;_AlphaClipDepthPrepass*/0.5/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;12;-1;_AlphaClipDepthPostpass*/0.5/*end*/;

				surfaceDescription.SpecularOcclusion = /*ase_frag_out:Specular Occlusion;Float;13;-1;_SpecularOcclusion*/1/*end*/;
				surfaceDescription.SpecularAAScreenSpaceVariance = /*ase_frag_out:Specular AA Screen Space Variance;Float;14;-1;_SpecularAAScreenSpaceVariance*/0.1/*end*/;
				surfaceDescription.SpecularAAThreshold = /*ase_frag_out:Specular AA Threshold;Float;15;-1;_SpecularAAThreshold*/0.2/*end*/;

				surfaceDescription.SpecularTint = /*ase_frag_out:Specular Tint;Float3;16;-1;_SpecularTint*/float3(1,1,1)/*end*/;
				surfaceDescription.SpecularShift = /*ase_frag_out:Specular Shift;Float;17;-1;_SpecularShift*/0.1/*end*/;
				surfaceDescription.SecondarySpecularTint = /*ase_frag_out:Secondary Specular Tint;Float3;18;-1;_SecondarySpecularTint*/float3(0.5,0.5,0.5)/*end*/;
				surfaceDescription.SecondarySmoothness = /*ase_frag_out:Secondary Smoothness;Float;19;-1;_SecondarySmoothness*/0.5/*end*/;
				surfaceDescription.SecondarySpecularShift = /*ase_frag_out:Secondary Specular Shift;Float;20;-1;_SecondarySpecularShift*/-0.1/*end*/;

				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;21;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription,input, V, posInput, surfaceData, builtinData);

				BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);

				PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

				outColor = float4(0.0, 0.0, 0.0, 0.0);
				#ifdef DEBUG_DISPLAY
				#ifdef OUTPUT_SPLIT_LIGHTING
					outDiffuseLighting = 0;
					ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
				#endif

				bool viewMaterial = false;
				int bufferSize = int(_DebugViewMaterialArray[0]);
				if (bufferSize != 0)
				{
					bool needLinearToSRGB = false;
					float3 result = float3(1.0, 0.0, 1.0);

					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = int(_DebugViewMaterialArray[index]);

						if (indexMaterialProperty != 0)
						{
							viewMaterial = true;

							GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
							GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
							GetBuiltinDataDebug(indexMaterialProperty, builtinData, result, needLinearToSRGB);
							GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
							GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
						}
					}

					if (!needLinearToSRGB)
						result = SRGBToLinear(max(0, result));

					outColor = float4(result, 1.0);
				}

				if (!viewMaterial)
				{
					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
					{
						float3 result = float3(0.0, 0.0, 0.0);

						GetPBRValidatorDebug(surfaceData, result);

						outColor = float4(result, 1.0f);
					}
					else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outColor = result;
					}
					else
				#endif
					{
				#ifdef _SURFACE_TYPE_TRANSPARENT
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
				#else
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
				#endif
						float3 diffuseLighting;
						float3 specularLighting;

						LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);

						diffuseLighting *= GetCurrentExposureMultiplier();
						specularLighting *= GetCurrentExposureMultiplier();

				#ifdef OUTPUT_SPLIT_LIGHTING
						if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
						{
							outColor = float4(specularLighting, 1.0);
							outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
						}
						else
						{
							outColor = float4(diffuseLighting + specularLighting, 1.0);
							outDiffuseLighting = 0;
						}
						ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
				#else
						outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
						outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
				#endif

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
						float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);

						bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
						if (!forceNoMotion)
						{
							float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
							EncodeMotionVector(motionVec * 0.5, outMotionVec);
							outMotionVec.zw = 1.0;
						}
				#endif
					}

				#ifdef DEBUG_DISPLAY
				}
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}
			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "TransparentDepthPrepass"
			Tags { "LightMode" = "TransparentDepthPrepass" }

			Blend One Zero
			Cull [_CullMode]
			ZWrite On
			ColorMask 0

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define CUTOFF_TRANSPARENT_DEPTH_PREPASS

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(3,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThresholdDepthPrepass;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdDepthPrepass );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput o;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				#ifdef WRITE_NORMAL_BUFFER
				, out float4 outNormalBuffer : SV_Target0
					#ifdef WRITE_MSAA_DEPTH
					, out float1 depthColor : SV_Target1
					#endif
				#elif defined(WRITE_MSAA_DEPTH)
				, out float4 outNormalBuffer : SV_Target0
				, out float1 depthColor : SV_Target1
				#elif defined(SCENESELECTIONPASS)
				, out float4 outColor : SV_Target0
				#endif
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPrepass = /*ase_frag_out:Alpha Clip Threshold Depth Prepass;Float;1;-1;_AlphaClipDepthPrepass*/0.5/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "TransparentDepthPostpass"
			Tags { "LightMode" = "TransparentDepthPostpass" }

			Blend One Zero
			Cull [_CullMode]
			ZTest LEqual
			ZWrite On
			ColorMask 0

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
				#define ASE_NEED_CULLFACE 1
			#endif

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vdata:p=p;n=n;t=t*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 interp00 : TEXCOORD0;
				/*ase_interp(3,):sp=sp.xyzw;rwp=tc0*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThresholdDepthPostpass;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdDepthPostpass );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexOutput VertexFunction(VertexInput inputMesh /*ase_vert_input*/)
			{
				VertexOutput o;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexOffset*/ defaultVertexValue /*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/ inputMesh.normalOS /*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/ inputMesh.tangentOS /*end*/;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.interp00.xyz = positionRWS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				#ifdef WRITE_NORMAL_BUFFER
				, out float4 outNormalBuffer : SV_Target0
					#ifdef WRITE_MSAA_DEPTH
					, out float1 depthColor : SV_Target1
					#endif
				#elif defined(WRITE_MSAA_DEPTH)
				, out float4 outNormalBuffer : SV_Target0
				, out float1 depthColor : SV_Target1
				#elif defined(SCENESELECTIONPASS)
				, out float4 outColor : SV_Target0
				#endif
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				/*ase_local_var:rwp*/float3 positionRWS = packedInput.interp00.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				surfaceDescription.AlphaClipThresholdDepthPostpass = /*ase_frag_out:Alpha Clip Threshold Depth Postpass;Float;1;-1;_AlphaClipDepthPostpass*/0.5/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;2;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );
				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.positionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.positionCS.z;
				#elif defined(SCENESELECTIONPASS)
				outColor = float4( _ObjectId, _PassValue, 1.0, 1.0 );
				#endif
			}

			ENDHLSL
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "MotionVectors"
			Tags { "LightMode" = "MotionVectors" }

			Stencil
			{
			   WriteMask [_StencilWriteMaskMV]
			   Ref [_StencilRefMV]
			   Comp Always
			   Pass Replace
			}

			HLSLPROGRAM
			#define _MATERIAL_FEATURE_HAIR_KAJIYA_KAY 1
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _ALPHATEST_ON

			#define SHADERPASS SHADERPASS_MOTION_VECTORS
			#define WRITE_NORMAL_BUFFER
			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
				#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#ifdef DEBUG_DISPLAY
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#endif
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			/*ase_pragma*/

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				/*ase_vdata:p=p;n=n;t=t;uv4=tc4;uv5=tc5*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				/*ase_interp(3,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _EmissionColor;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			#ifdef _ENABLE_SHADOW_MATTE
			float _ShadowMatteFilter;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilRefDistortionVec;
			float _StencilWriteMaskDistortionVec;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _AlphaCutoff;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			CBUFFER_END
			/*ase_globals*/

			/*ase_funcs*/

			struct SurfaceDescription
			{
				float3 Normal;
				float Smoothness;
				float Alpha;
				float AlphaClipThreshold;
				float DepthOffset;
			};

			void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData)
			{
				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE)
				{
					surfaceData.diffuseColor.xyz = surfaceData.diffuseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_NORMAL)
				{
					surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
				}

				if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_MASK)
				{
					#ifdef DECALS_4RT
						surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
					#endif

					surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
				}
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =				surfaceDescription.Smoothness;

				// material features
				surfaceData.materialFeatures = 0;
				#ifdef _MATERIAL_FEATURE_HAIR_KAJIYA_KAY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_HAIR_KAJIYA_KAY;
				#endif

				// others
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif
				surfaceData.hairStrandDirectionWS = -fragInputs.tangentToWorld[1].xyz;
				surfaceData.hairStrandDirectionWS = normalize(surfaceData.hairStrandDirectionWS);
				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				#if (_USE_LIGHT_FACING_NORMAL)
					float3 viewFacingNormalWS = ComputeViewFacingNormal(V, surfaceData.hairStrandDirectionWS);
					float3 N = viewFacingNormalWS;
				#else
					float3 N = surfaceData.normalWS;
				#endif

				bentNormalWS = N;

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData( posInput, surfaceDescription.Alpha );
					ApplyDecalToSurfaceData( decalSurfaceData, surfaceData );
				}
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o/*ase_vert_input*/ )
			{
				_TimeParameters.xyz = timeParameters;
				/*ase_vert_code:inputMesh=VertexInput;o=VertexOutput*/

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;5;-1;_VertexOffset*/defaultVertexValue/*end*/;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif
				inputMesh.normalOS = /*ase_vert_out:Vertex Normal;Float3;6;-1;_VertexNormal*/inputMesh.normalOS/*end*/;
				inputMesh.tangentOS = /*ase_vert_out:Vertex Tangent;Float4;7;-1;_VertexTangent*/inputMesh.tangentOS/*end*/;
				return inputMesh;
			}

			VertexOutput VertexFunction(VertexInput inputMesh)
			{
				VertexOutput o = (VertexOutput)0;
				VertexInput defaultMesh = inputMesh;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, o);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);

				float3 VMESHpositionRWS = positionRWS;
				float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);

				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						VertexInput previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						VertexOutput test = (VertexOutput)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}

				o.vmeshPositionCS = VMESHpositionCS;
				o.vmeshInterp00.xyz = VMESHpositionRWS;

				o.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
				o.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				/*ase_vcontrol*/
				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.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.previousPositionOS = v.previousPositionOS;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					o.precomputedVelocity = v.precomputedVelocity;
				#endif
				/*ase_control_code:v=VertexInput;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#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.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
				#endif
				/*ase_domain_code:patch=VertexControl;o=VertexInput;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( VertexOutput packedInput
				, out float4 outMotionVector : SV_Target0
				#ifdef WRITE_NORMAL_BUFFER
				, out float4 outNormalBuffer : SV_Target1
					#ifdef WRITE_MSAA_DEPTH
						, out float1 depthColor : SV_Target2
					#endif
				#elif defined(WRITE_MSAA_DEPTH)
				, out float4 outNormalBuffer : SV_Target1
				, out float1 depthColor : SV_Target2
				#endif

				#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
				#endif
				/*ase_frag_input*/
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.vmeshPositionCS;
				input.positionRWS = packedInput.vmeshInterp00.xyz;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				/*ase_local_var:vf*/half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);

				/*ase_local_var:wvd*/float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				/*ase_frag_code:packedInput=VertexOutput*/
				surfaceDescription.Normal = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
				surfaceDescription.Smoothness = /*ase_frag_out:Smoothness;Float;1;-1;_Smoothness*/1/*end*/;
				surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;

				surfaceDescription.AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/_AlphaCutoff/*end*/;
				surfaceDescription.DepthOffset = /*ase_frag_out:DepthOffset;Float;4;-1;_DepthOffset*/0/*end*/;

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);

				float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
				float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);

				#ifdef _DEPTHOFFSET_ON
				VPASSpositionCS.w += builtinData.depthOffset;
				VPASSpreviousPositionCS.w += builtinData.depthOffset;
				#endif

				float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
				EncodeMotionVector( motionVector * 0.5, outMotionVector );

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if( forceNoMotion )
					outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );

				#ifdef WRITE_NORMAL_BUFFER
				EncodeIntoNormalBuffer( ConvertSurfaceDataToNormalData( surfaceData ), posInput.positionSS, outNormalBuffer );

				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.vmeshPositionCS.z;
				#endif
				#elif defined(WRITE_MSAA_DEPTH)
				outNormalBuffer = float4( 0.0, 0.0, 0.0, 1.0 );
				depthColor = packedInput.vmeshPositionCS.z;
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}

			ENDHLSL
		}
		/*ase_pass_end*/
	}
	CustomEditor "UnityEditor.Rendering.HighDefinition.FabricGUI"
	FallBack "Hidden/Shader Graph/FallbackError"
}
