// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "SRP HD Omni Decal"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		_Size("Size", Range( 0 , 1)) = 1
		_Rampfalloff("Ramp falloff", Range( 0.01 , 5)) = 5
		_Ramp("Ramp", 2D) = "white" {}

		[HideInInspector]_RenderQueueType("Render Queue Type", Float) = 5
		[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		//[HideInInspector]_ShadowMatteFilter("Shadow Matte Filter", Float) = 2.006836
		[HideInInspector]_StencilRef("Stencil Ref", Int) = 0
		[HideInInspector]_StencilWriteMask("StencilWrite Mask", Int) = 6
		[HideInInspector]_StencilRefDepth("StencilRefDepth", Int) = 0
		[HideInInspector]_StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8
		[HideInInspector]_StencilRefMV("_StencilRefMV", Int) = 32
		[HideInInspector]_StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 40
		[HideInInspector]_StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 4
		[HideInInspector]_StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 4
		[HideInInspector]_StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 14
		[HideInInspector]_StencilRefGBuffer("_StencilRefGBuffer", Int) = 2
		[HideInInspector]_ZTestGBuffer("_ZTestGBuffer", Int) = 4
		[HideInInspector][ToggleUI]_RequireSplitLighting("_RequireSplitLighting", Float) = 0
		[HideInInspector][ToggleUI]_ReceivesSSR("_ReceivesSSR", Float) = 0
		[HideInInspector]_SurfaceType("_SurfaceType", Float) = 1
		[HideInInspector]_BlendMode("_BlendMode", Float) = 0
		[HideInInspector]_SrcBlend("_SrcBlend", Float) = 1
		[HideInInspector]_DstBlend("_DstBlend", Float) = 0
		[HideInInspector]_AlphaSrcBlend("Vec_AlphaSrcBlendtor1", Float) = 1
		[HideInInspector]_AlphaDstBlend("_AlphaDstBlend", Float) = 0
		[HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1
		[HideInInspector][ToggleUI]_TransparentZWrite("_TransparentZWrite", Float) = 1
		[HideInInspector]_CullMode("Cull Mode", Float) = 2
		[HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Int) = 0
		[HideInInspector][ToggleUI]_EnableFogOnTransparent("_EnableFogOnTransparent", Float) = 1
		[HideInInspector]_CullModeForward("_CullModeForward", Float) = 2
		[HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("_TransparentCullMode", Float) = 1
		[HideInInspector]_ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("_ZTestTransparent", Float) = 8
		[HideInInspector][ToggleUI]_TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0
		[HideInInspector][ToggleUI]_AlphaCutoffEnable("_AlphaCutoffEnable", Float) = 0
		[HideInInspector][ToggleUI]_UseShadowThreshold("_UseShadowThreshold", Float) = 0
		[HideInInspector][ToggleUI]_DoubleSidedEnable("_DoubleSidedEnable", Float) = 0
		[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("_DoubleSidedNormalMode", Float) = 2
		[HideInInspector]_DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
	}

	SubShader
	{
		LOD 0

		
		Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Transparent" }

		HLSLINCLUDE
		#pragma target 4.5
		#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
		ENDHLSL

		
		Pass
		{
			
			Name "Forward Unlit"
			Tags { "LightMode"="ForwardOnly" }

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

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

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 999999

			#define SHADERPASS SHADERPASS_FORWARD_UNLIT
			#pragma multi_compile _ DEBUG_DISPLAY

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT

			#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(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
				#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
				#define HAS_LIGHTLOOP
				#define SHADOW_OPTIMIZE_REGISTER_USAGE 1

				#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl"
			#endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float4 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START( UnityPerMaterial )
			float _Size;
			float _Rampfalloff;
			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;
			CBUFFER_END
			sampler2D _Ramp;
			float4x4 unity_CameraProjection;
			float4x4 unity_CameraInvProjection;
			float4x4 unity_WorldToCamera;
			float4x4 unity_CameraToWorld;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float CallSampleCameraDepth( float2 UV )
			{
				return SampleCameraDepth( UV );
			}
			

			struct SurfaceDescription
			{
				float3 Color;
				float3 Emission;
				float4 ShadowTint;
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
				surfaceData.color = surfaceDescription.Color;
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription , FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#if _ALPHATEST_ON
				DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);

				#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
					HDShadowContext shadowContext = InitShadowContext();
					float shadow;
					float3 shadow3;
					posInput = GetPositionInput(fragInputs.positionSS.xy, _ScreenSize.zw, fragInputs.positionSS.z, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
					float3 normalWS = normalize(fragInputs.tangentToWorld[1]);
					uint renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
					ShadowLoopMin(shadowContext, posInput, normalWS, asuint(_ShadowMatteFilter), renderingLayers, shadow3);
					shadow = dot(shadow3, float3(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f));

					float4 shadowColor = (1 - shadow)*surfaceDescription.ShadowTint.rgba;
					float  localAlpha  = saturate(shadowColor.a + surfaceDescription.Alpha);

					#ifdef _SURFACE_TYPE_TRANSPARENT
						surfaceData.color = lerp(shadowColor.rgb*surfaceData.color, lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow), surfaceDescription.Alpha);
					#else
						surfaceData.color = lerp(lerp(shadowColor.rgb, surfaceData.color, 1 - surfaceDescription.ShadowTint.a), surfaceData.color, shadow);
					#endif
					localAlpha = ApplyBlendMode(surfaceData.color, localAlpha).a;
					surfaceDescription.Alpha = localAlpha;
				#endif

				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity = surfaceDescription.Alpha;
				builtinData.emissiveColor = surfaceDescription.Emission;
			}

			VertexOutput Vert( VertexInput inputMesh  )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
				float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
				o.ase_texcoord1 = screenPos;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS = inputMesh.normalOS;

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

			float4 Frag( VertexOutput packedInput ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				float3 positionRWS = packedInput.positionRWS;

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

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

				float3 V = GetWorldSpaceNormalizeViewDir( input.positionRWS );

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
				float4 screenPos = packedInput.ase_texcoord1;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g9 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
				float2 break64_g8 = localUnStereo22_g9;
				float2 UV60_g8 = ase_screenPosNorm.xy;
				float localCallSampleCameraDepth60_g8 = CallSampleCameraDepth( UV60_g8 );
				#ifdef UNITY_REVERSED_Z
				float4 staticSwitch38_g8 = ( 1.0 - localCallSampleCameraDepth60_g8 );
				#else
				float4 staticSwitch38_g8 = localCallSampleCameraDepth60_g8;
				#endif
				float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8.r));
				float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
				float4 appendResult49_g8 = (float4(( ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w ) * float3( 1,1,-1 ) ) , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
				float2 temp_cast_3 = (temp_output_184_0).xx;
				
				surfaceDescription.Color = tex2Dlod( _Ramp, float4( temp_cast_3, 0, 0.0) ).rgb;
				surfaceDescription.Emission = 0;
				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				surfaceDescription.ShadowTint = float4( 0, 0 ,0 ,1 );
				float2 Distortion = float2 ( 0, 0 );
				float DistortionBlur = 0;

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

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

				float4 outColor = ApplyBlendMode( bsdfData.color + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity );
				outColor = EvaluateAtmosphericScattering( posInput, V, outColor );

				#ifdef DEBUG_DISPLAY
					int bufferSize = int(_DebugViewMaterialArray[0]);
					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = int(_DebugViewMaterialArray[index]);
						if (indexMaterialProperty != 0)
						{
							float3 result = float3(1.0, 0.0, 1.0);
							bool needLinearToSRGB = false;

							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 (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outColor = result;
					}
				#endif
				return outColor;
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "META"
			Tags { "LightMode"="Meta" }

			Cull Off

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 999999

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT

			#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"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			CBUFFER_START( UnityPerMaterial )
			float _Size;
			float _Rampfalloff;
			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;
			CBUFFER_END

			CBUFFER_START( UnityMetaPass )
			bool4 unity_MetaVertexControl;
			bool4 unity_MetaFragmentControl;
			CBUFFER_END

			float unity_OneOverOutputBoost;
			float unity_MaxOutputValue;
			sampler2D _Ramp;
			float4x4 unity_CameraProjection;
			float4x4 unity_CameraInvProjection;
			float4x4 unity_WorldToCamera;
			float4x4 unity_CameraToWorld;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float CallSampleCameraDepth( float2 UV )
			{
				return SampleCameraDepth( UV );
			}
			

			struct SurfaceDescription
			{
				float3 Color;
				float3 Emission;
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData( FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData )
			{
				ZERO_INITIALIZE( SurfaceData, surfaceData );
				surfaceData.color = surfaceDescription.Color;
			}

			void GetSurfaceAndBuiltinData( SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData )
			{
				#if _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData( fragInputs, surfaceDescription, V, surfaceData );
				ZERO_INITIALIZE( BuiltinData, builtinData );
				builtinData.opacity = surfaceDescription.Alpha;
				builtinData.emissiveColor = surfaceDescription.Emission;
			}

			VertexOutput Vert( VertexInput inputMesh  )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID( inputMesh );
				UNITY_TRANSFER_INSTANCE_ID( inputMesh, o );

				float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
				float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
				o.ase_texcoord = screenPos;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

				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;
			}

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

				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;
				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
				float4 screenPos = packedInput.ase_texcoord;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g9 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
				float2 break64_g8 = localUnStereo22_g9;
				float2 UV60_g8 = ase_screenPosNorm.xy;
				float localCallSampleCameraDepth60_g8 = CallSampleCameraDepth( UV60_g8 );
				#ifdef UNITY_REVERSED_Z
				float4 staticSwitch38_g8 = ( 1.0 - localCallSampleCameraDepth60_g8 );
				#else
				float4 staticSwitch38_g8 = localCallSampleCameraDepth60_g8;
				#endif
				float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8.r));
				float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
				float4 appendResult49_g8 = (float4(( ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w ) * float3( 1,1,-1 ) ) , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
				float2 temp_cast_3 = (temp_output_184_0).xx;
				
				surfaceDescription.Color = tex2Dlod( _Ramp, float4( temp_cast_3, 0, 0.0) ).rgb;
				surfaceDescription.Emission = 0;
				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold =  _AlphaCutoff;

				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
		}

		
		Pass
		{
			
			Name "SceneSelectionPass"
			Tags { "LightMode"="SceneSelectionPass" }

			Cull [_CullMode]
			ZWrite On

			ColorMask 0

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 999999

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENESELECTIONPASS
			#pragma editor_sync_compilation

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT

			#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"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float4 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			int _ObjectId;
			int _PassValue;

			CBUFFER_START( UnityPerMaterial )
			float _Size;
			float _Rampfalloff;
			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;
			CBUFFER_END
			float4x4 unity_CameraProjection;
			float4x4 unity_CameraInvProjection;
			float4x4 unity_WorldToCamera;
			float4x4 unity_CameraToWorld;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float CallSampleCameraDepth( float2 UV )
			{
				return SampleCameraDepth( UV );
			}
			

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#if _ALPHATEST_ON
				DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;
			}

			VertexOutput Vert( VertexInput inputMesh  )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
				float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
				o.ase_texcoord = screenPos;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =   defaultVertexValue ;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			void Frag( VertexOutput packedInput
					, out float4 outColor : SV_Target0
					#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
					#endif
					
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				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 );

				SurfaceData surfaceData;
				BuiltinData builtinData;
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
				float4 screenPos = packedInput.ase_texcoord;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g9 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
				float2 break64_g8 = localUnStereo22_g9;
				float2 UV60_g8 = ase_screenPosNorm.xy;
				float localCallSampleCameraDepth60_g8 = CallSampleCameraDepth( UV60_g8 );
				#ifdef UNITY_REVERSED_Z
				float4 staticSwitch38_g8 = ( 1.0 - localCallSampleCameraDepth60_g8 );
				#else
				float4 staticSwitch38_g8 = localCallSampleCameraDepth60_g8;
				#endif
				float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8.r));
				float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
				float4 appendResult49_g8 = (float4(( ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w ) * float3( 1,1,-1 ) ) , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
				
				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold =  _AlphaCutoff;

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

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

			ENDHLSL
		}

		
		Pass
		{
			
			Name "DepthForwardOnly"
			Tags { "LightMode"="DepthForwardOnly" }

			Cull [_CullMode]
			ZWrite On
			Stencil
			{
				Ref [_StencilRefDepth]
				WriteMask [_StencilWriteMaskDepth]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


			ColorMask 0 0

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 999999

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT

			#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"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float4 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_Position;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START( UnityPerMaterial )
			float _Size;
			float _Rampfalloff;
			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;
			CBUFFER_END
			float4x4 unity_CameraProjection;
			float4x4 unity_CameraInvProjection;
			float4x4 unity_WorldToCamera;
			float4x4 unity_CameraToWorld;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float CallSampleCameraDepth( float2 UV )
			{
				return SampleCameraDepth( UV );
			}
			

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#if _ALPHATEST_ON
				DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;
			}

			VertexOutput Vert( VertexInput inputMesh  )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
				float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
				o.ase_texcoord = screenPos;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =   defaultVertexValue ;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			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
					
					)
			{
				UNITY_SETUP_INSTANCE_ID( packedInput );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

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

				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;
				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
				float4 screenPos = packedInput.ase_texcoord;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g9 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
				float2 break64_g8 = localUnStereo22_g9;
				float2 UV60_g8 = ase_screenPosNorm.xy;
				float localCallSampleCameraDepth60_g8 = CallSampleCameraDepth( UV60_g8 );
				#ifdef UNITY_REVERSED_Z
				float4 staticSwitch38_g8 = ( 1.0 - localCallSampleCameraDepth60_g8 );
				#else
				float4 staticSwitch38_g8 = localCallSampleCameraDepth60_g8;
				#endif
				float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8.r));
				float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
				float4 appendResult49_g8 = (float4(( ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w ) * float3( 1,1,-1 ) ) , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
				
				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold =  _AlphaCutoff;

				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
		}

		
		Pass
		{
			
			Name "Motion Vectors"
			Tags { "LightMode"="MotionVectors" }

			Cull [_CullMode]

			ZWrite On

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


			HLSLPROGRAM
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 999999

			#define SHADERPASS SHADERPASS_MOTION_VECTORS
			#pragma multi_compile _ WRITE_MSAA_DEPTH

			#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
			#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
			#pragma shader_feature_local _ALPHATEST_ON
			#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT

			#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"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.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/ShaderLibrary/ShaderGraphFunctions.hlsl"

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START( UnityPerMaterial )
			float _Size;
			float _Rampfalloff;
			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;
			CBUFFER_END
			float4x4 unity_CameraProjection;
			float4x4 unity_CameraInvProjection;
			float4x4 unity_WorldToCamera;
			float4x4 unity_CameraToWorld;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float CallSampleCameraDepth( float2 UV )
			{
				return SampleCameraDepth( UV );
			}
			

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			void BuildSurfaceData(FragInputs fragInputs, SurfaceDescription surfaceDescription, float3 V, out SurfaceData surfaceData)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);
			}

			void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#if _ALPHATEST_ON
				DoAlphaTest ( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				BuildSurfaceData(fragInputs, surfaceDescription, V, surfaceData);
				ZERO_INITIALIZE(BuiltinData, builtinData);
				builtinData.opacity =  surfaceDescription.Alpha;
			}

			VertexInput ApplyMeshModification(VertexInput inputMesh, float3 timeParameters, inout VertexOutput o )
			{
				_TimeParameters.xyz = timeParameters;
				float4 ase_clipPos = TransformWorldToHClip( TransformObjectToWorld(inputMesh.positionOS));
				float4 screenPos = ComputeScreenPos( ase_clipPos , _ProjectionParams.x );
				o.ase_texcoord3 = screenPos;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =  defaultVertexValue ;

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

			VertexOutput Vert(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);

				//#if defined(UNITY_REVERSED_Z)
				//	VMESHpositionCS.z -= unity_MotionVectorsParams.z * VMESHpositionCS.w;
				//#else
				//	VMESHpositionCS.z += unity_MotionVectorsParams.z * VMESHpositionCS.w;
				//#endif

				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;
			}

			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
						
					)
			{
				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;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				transform114.xyz = GetAbsolutePositionWS((transform114).xyz);
				float4 screenPos = packedInput.ase_texcoord3;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g9 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g9 = UnStereo( UV22_g9 );
				float2 break64_g8 = localUnStereo22_g9;
				float2 UV60_g8 = ase_screenPosNorm.xy;
				float localCallSampleCameraDepth60_g8 = CallSampleCameraDepth( UV60_g8 );
				#ifdef UNITY_REVERSED_Z
				float4 staticSwitch38_g8 = ( 1.0 - localCallSampleCameraDepth60_g8 );
				#else
				float4 staticSwitch38_g8 = localCallSampleCameraDepth60_g8;
				#endif
				float3 appendResult39_g8 = (float3(break64_g8.x , break64_g8.y , staticSwitch38_g8.r));
				float4 appendResult42_g8 = (float4((appendResult39_g8*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g8 = mul( unity_CameraInvProjection, appendResult42_g8 );
				float4 appendResult49_g8 = (float4(( ( (temp_output_43_0_g8).xyz / (temp_output_43_0_g8).w ) * float3( 1,1,-1 ) ) , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g8 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) , _Rampfalloff ) ) );
				
				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;

				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
		}

	
	}
	CustomEditor "UnityEditor.Rendering.HighDefinition.HDLitGUI"
	Fallback "Hidden/InternalErrorShader"
	
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WireConnection;185;2;233;0
WireConnection;184;0;187;0
WireConnection;249;0;185;0
WireConnection;249;2;184;0
ASEEND*/
//CHKSM=0228C7FB8C4C15C0F3D2E0DB5C9B21B1995F97C4