Shader /*ase_name*/ "Hidden/Templates/LightWeightSRPUnlit" /*end*/
{
    Properties
    {
		/*ase_props*/
    }

    SubShader
    {
		/*ase_subshader_options:Name=Additional Options
			Option:Surface:Opaque,Transparent:Opaque
				Opaque:SetPropertyOnSubShader:RenderType,Opaque
				Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
				Opaque:SetPropertyOnPass:Base:ZWrite,On
				Opaque:HideOption:  Blend
				Transparent:SetPropertyOnSubShader:RenderType,Transparent
				Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
				Transparent:SetPropertyOnPass:Base:ZWrite,Off
				Transparent:ShowOption:  Blend
			Option:  Blend:Alpha,Premultiply,Additive,Multiply:Alpha
				Alpha:SetPropertyOnPass:Base:BlendRGB,SrcAlpha,OneMinusSrcAlpha
				Premultiply:SetPropertyOnPass:Base:BlendRGB,One,OneMinusSrcAlpha
				Additive:SetPropertyOnPass:Base:BlendRGB,One,One
				Multiply:SetPropertyOnPass:Base:BlendRGB,DstColor,Zero
				Alpha,Premultiply,Additive:SetPropertyOnPass:Base:BlendAlpha,One,OneMinusSrcAlpha
				Multiply:SetPropertyOnPass:Base:BlendAlpha,One,Zero
				Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1
				Alpha,Additive,Multiply,disable:RemoveDefine:_ALPHAPREMULTIPLY_ON 1
				disable:SetPropertyOnPass:Base:BlendRGB,One,Zero
				disable:SetPropertyOnPass:Base:BlendAlpha,One,Zero
			Option:Two Sided:On,Cull Back,Cull Front:Cull Back
				On:SetPropertyOnSubShader:CullMode,Off
				Cull Back:SetPropertyOnSubShader:CullMode,Back
				Cull Front:SetPropertyOnSubShader:CullMode,Front
			Option:Cast Shadows:false,true:true
				true:IncludePass:ShadowCaster
				false,disable:ExcludePass:ShadowCaster
			Option:Receive Shadows:false,true:true
				true:RemoveDefine:_RECEIVE_SHADOWS_OFF 1
				false:SetDefine:_RECEIVE_SHADOWS_OFF 1
			Option:Built-in Fog:false,true:false
				true:SetDefine:ASE_FOG 1
				false:RemoveDefine:ASE_FOG 1
			Option:LOD CrossFade:false,true:false
				true:SetDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
				false:RemoveDefine:pragma multi_compile _ LOD_FADE_CROSSFADE
			Option:Extra Pre Pass:false,true:false
				true:IncludePass:ExtraPrePass
				false,disable:ExcludePass:ExtraPrePass
			Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:Base:3,Vertex Position
				Relative:SetPortName:Base:3,Vertex Offset
				Absolute:SetPortName:ExtraPrePass:3,Vertex Position
				Relative:SetPortName:ExtraPrePass:3,Vertex Offset
			Port:Base:Alpha Clip Threshold
				On:SetDefine:_ALPHATEST_ON 1
		*/

        Tags{ "RenderPipeline" = "LightweightPipeline" "RenderType"="Opaque" "Queue"="Geometry"}
        Cull Back
		HLSLINCLUDE
		#pragma target 3.0
		ENDHLSL

		/*ase_pass*/
        Pass
        {
            Tags{ }
            Name "ExtraPrePass"

			Cull Back
            Blend One Zero
			ZWrite On
			ZTest LEqual
			Offset 0,0
			ColorMask RGBA
			/*ase_stencil*/

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x

            // -------------------------------------
            // Lightweight Pipeline keywords
            #pragma shader_feature _SAMPLE_GI

            // -------------------------------------
            // Unity defined keywords
			#ifdef ASE_FOG
            #pragma multi_compile_fog
			#endif
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            
            #pragma vertex vert
            #pragma fragment frag


            // Lighting include is needed because of GI
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/UnlitInput.hlsl"

            /*ase_pragma*/

			/*ase_globals*/

            struct GraphVertexInput
            {
                float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct GraphVertexOutput
            {
                float4 position : POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				#ifdef ASE_FOG
				float fogCoord : TEXCOORD2;
				#endif
				/*ase_interp(3,):sp=sp;wp=tc0;sc=tc1*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

			/*ase_funcs*/

            GraphVertexOutput vert (GraphVertexInput v/*ase_vert_input*/)
            {
                GraphVertexOutput o = (GraphVertexOutput)0;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				/*ase_vert_code:v=GraphVertexInput;o=GraphVertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = v.vertex.xyz;
				#else
				float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_VertexP*/ defaultVertexValue /*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue; 
				#else
				v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_NormalP*/ v.ase_normal /*end*/;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

                o.position = positionCS;
				#if defined(_MAIN_LIGHT_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
        			o.shadowCoord = GetShadowCoord(vertexInput);
        		#endif
				#ifdef ASE_FOG
				o.fogCoord = ComputeFogFactor( positionCS.z );
				#endif
                return o;
            }

            half4 frag (GraphVertexOutput IN /*ase_frag_input*/) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				/*ase_local_var:sc*/float4 ShadowCoords = IN.shadowCoord;
				#endif

				/*ase_frag_code:IN=GraphVertexOutput*/
				float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/float3( 0.5, 0.5, 0.5 )/*end*/;
				float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_AlphaP*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClipP*/0.5/*end*/;
			
				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#ifdef ASE_FOG
					Color = MixFog( Color, IN.fogCoord );
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
				#endif

                return half4(Color, Alpha);
            }
            ENDHLSL
        }

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

            Blend One Zero
			ZWrite On
			ZTest LEqual
			Offset 0,0
			ColorMask RGBA
			/*ase_stencil*/

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x

            // -------------------------------------
            // Lightweight Pipeline keywords
            #pragma shader_feature _SAMPLE_GI

            // -------------------------------------
            // Unity defined keywords
			#ifdef ASE_FOG
            #pragma multi_compile_fog
			#endif
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            
            #pragma vertex vert
            #pragma fragment frag


            // Lighting include is needed because of GI
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/Shaders/UnlitInput.hlsl"

            /*ase_pragma*/

			/*ase_globals*/

            struct GraphVertexInput
            {
                float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct GraphVertexOutput
            {
                float4 position : POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				#ifdef ASE_FOG
				float fogCoord : TEXCOORD2;
				#endif
				/*ase_interp(3,):sp=sp;wp=tc0;sc=tc1*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

			/*ase_funcs*/

            GraphVertexOutput vert (GraphVertexInput v/*ase_vert_input*/)
            {
                GraphVertexOutput o = (GraphVertexOutput)0;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				/*ase_vert_code:v=GraphVertexInput;o=GraphVertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = v.vertex.xyz;
				#else
				float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/ defaultVertexValue /*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue; 
				#else
				v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_Normal*/ v.ase_normal /*end*/;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

                o.position = positionCS;
				#if defined(_MAIN_LIGHT_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
        			o.shadowCoord = GetShadowCoord(vertexInput);
        		#endif
				#ifdef ASE_FOG
				o.fogCoord = ComputeFogFactor( positionCS.z );
				#endif
                return o;
            }

            half4 frag (GraphVertexOutput IN /*ase_frag_input*/) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				/*ase_local_var:sc*/float4 ShadowCoords = IN.shadowCoord;
				#endif

				/*ase_frag_code:IN=GraphVertexOutput*/
				float3 Color = /*ase_frag_out:Color;Float3;0;-1;_Color*/float3( 0.5, 0.5, 0.5 )/*end*/;
				float Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;2;-1;_AlphaClip*/0.5/*end*/;
			
				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#ifdef ASE_FOG
					Color = MixFog( Color, IN.fogCoord );
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
				#endif

                return half4(Color, Alpha);
            }
            ENDHLSL
        }

		/*ase_pass*/
        Pass
        {
			/*ase_hide_pass*/
            Name "ShadowCaster"
            Tags{"LightMode" = "ShadowCaster"}
			ZWrite On
			ColorMask 0

            HLSLPROGRAM
            // Required to compile gles 2.0 with standard srp library
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x
            
            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing

            #pragma vertex ShadowPassVertex
            #pragma fragment ShadowPassFragment


            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

            /*ase_pragma*/

			/*ase_globals*/

            struct GraphVertexInput
            {
                float4 vertex : POSITION;
                float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct VertexOutput
            {
                float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

            float3 _LightDirection;

			/*ase_funcs*/

            VertexOutput ShadowPassVertex(GraphVertexInput v/*ase_vert_input*/ )
            {
                VertexOutput o = ( VertexOutput )0;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_TRANSFER_INSTANCE_ID(v, o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                
				/*ase_vert_code:v=GraphVertexInput;o=GraphVertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = v.vertex.xyz;
				#else
				float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/ defaultVertexValue /*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/ v.ase_normal /*end*/;

                float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
                float3 normalWS = TransformObjectToWorldDir(v.ase_normal.xyz);

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

                float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
                float scale = invNdotL * _ShadowBias.y;

                positionWS = _LightDirection * _ShadowBias.xxx + positionWS;
				positionWS = normalWS * scale.xxx + positionWS;
                float4 clipPos = TransformWorldToHClip(positionWS);

				#if UNITY_REVERSED_Z
					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
				#else
					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
				#endif
				
				#if defined(_MAIN_LIGHT_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = clipPos;
        			o.shadowCoord = GetShadowCoord(vertexInput);
        		#endif
                o.clipPos = clipPos;

                return o;
            }

            half4 ShadowPassFragment(VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
            {
                UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
				
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				/*ase_local_var:sc*/float4 ShadowCoords = IN.shadowCoord;
				#endif

        		/*ase_frag_code:IN=GraphVertexOutput*/

				float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;
				#ifdef _ALPHATEST_ON
        			clip(Alpha - AlphaClipThreshold);
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
				#endif
                return 0;
            }

            ENDHLSL
        }

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

            ZWrite On
			ZTest LEqual
			ColorMask 0

            HLSLPROGRAM
            #pragma prefer_hlslcc gles
            #pragma exclude_renderers d3d11_9x

            #pragma multi_compile_instancing

            #pragma vertex vert
            #pragma fragment frag


            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/ShaderGraphFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

            /*ase_pragma*/

			/*ase_globals*/

			struct GraphVertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				/*ase_vdata:p=p;n=n*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

            struct VertexOutput
            {
                float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				/*ase_interp(2,):sp=sp;wp=tc0;sc=tc1*/
                UNITY_VERTEX_INPUT_INSTANCE_ID
                UNITY_VERTEX_OUTPUT_STEREO
            };

			/*ase_funcs*/

			VertexOutput vert( GraphVertexInput v /*ase_vert_input*/ )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				/*ase_vert_code:v=GraphVertexInput;o=GraphVertexOutput*/
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = v.vertex.xyz;
				#else
				float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/ defaultVertexValue /*end*/;	
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_Normal*/ v.ase_normal /*end*/;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				#if defined(_MAIN_LIGHT_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
        			o.shadowCoord = GetShadowCoord(vertexInput);
        		#endif

				o.clipPos = positionCS;
				return o;
			}

            half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
            {
                UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				/*ase_local_var:wp*/float3 WorldPosition = IN.worldPos;
				#endif
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				/*ase_local_var:sc*/float4 ShadowCoords = IN.shadowCoord;
				#endif

				/*ase_frag_code:IN=GraphVertexOutput*/

				float Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;1;-1;_AlphaClip*/0.5/*end*/;

				#ifdef _ALPHATEST_ON
        			clip(Alpha - AlphaClipThreshold);
				#endif
					return 0;
				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition (IN.clipPos.xyz, unity_LODFade.x);
				#endif
            }
            ENDHLSL
        }
		/*ase_pass_end*/
    }
    FallBack "Hidden/InternalErrorShader"
	CustomEditor "ASEMaterialInspector"
}
