// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ASESampleShaders/SRP Universal/GlintSparkle"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		_Albedo("Albedo", Color) = (0,0,0,0)
		_Normals("Normals", 2D) = "bump" {}
		[Header(Glint Effect)]_GlintColor("Color", Color) = (0,0,0,0)
		[KeywordEnum(X,Y,Z)] _Direction("Direction", Float) = 1
		[Toggle(_INVERTDIRECTION_ON)] _InvertDirection("Invert Direction", Float) = 1
		_SizeSpeedInterval("Size Speed Interval", Vector) = (1,1,1,0)
		_GlintFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		_TailHeadFalloff("Tail Head Falloff", Range( 0 , 1)) = 0.5
		_Brightness("Brightness", Float) = 1
		[Space(10)][Header(Sparkles)]_SparkleColor("Color", Color) = (0,0,0,0)
		[NoScaleOffset]_Noise("Noise", 2D) = "white" {}
		_Frequency("Frequency", Range( 0 , 100)) = 20
		_Threshold("Threshold", Range( 0 , 1)) = 0.5
		_Range("Range", Range( 0 , 1)) = 0
		_SparklesBrightness("Brightness", Float) = 2
		_SpakleSpeed("Spakle Speed", Range( 0 , 0.1)) = 0
		_ScreenContribution("Screen Contribution", Range( 0 , 1)) = 0.2
		_SparkleFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		[Header(Body Glow)]_BodyGlow("Color", Color) = (0,0,0,0)
		_MainGlowFresnel("Fresnel Bias, Scale, Power", Vector) = (0,0,0,0)
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

	}

	SubShader
	{
		LOD 0

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

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="UniversalForward" }
			
			Blend One Zero , One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA
			

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999

			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x

			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
			#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile _ _SHADOWS_SOFT
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
			
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_FORWARD

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			
			#if ASE_SRP_VERSION <= 70108
			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
			#endif

			#define ASE_NEEDS_FRAG_POSITION
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_WORLD_TANGENT
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#define ASE_NEEDS_FRAG_WORLD_BITANGENT
			#pragma shader_feature _INVERTDIRECTION_ON
			#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z


			sampler2D _Normals;
			sampler2D _Noise;
			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float3 _SizeSpeedInterval;
			float _TailHeadFalloff;
			float3 _GlintFresnel;
			float _Brightness;
			float4 _SparkleColor;
			float _Threshold;
			float _Range;
			float _ScreenContribution;
			float4 _Noise_ST;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float3 _SparkleFresnel;
			float4 _BodyGlow;
			float3 _MainGlowFresnel;
			CBUFFER_END


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord1 : TEXCOORD1;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 lightmapUVOrVertexSH : TEXCOORD0;
				half4 fogFactorAndVertexLight : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				float4 shadowCoord : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
			VertexOutput vert ( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord8 = screenPos;
				
				o.ase_texcoord6.xy = v.ase_texcoord.xy;
				o.ase_texcoord7 = v.vertex;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord6.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

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

				VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );

				o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
				o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
				o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);

				OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
				OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif
				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
				
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
				vertexInput.positionWS = positionWS;
				vertexInput.positionCS = positionCS;
				o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				
				o.clipPos = positionCS;
				return o;
			}

			half4 frag ( VertexOutput IN  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				float3 WorldNormal = normalize( IN.tSpace0.xyz );
				float3 WorldTangent = IN.tSpace1.xyz;
				float3 WorldBiTangent = IN.tSpace2.xyz;
				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					ShadowCoords = IN.shadowCoord;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
				#endif
	
				#if SHADER_HINT_NICE_QUALITY
					WorldViewDirection = SafeNormalize( WorldViewDirection );
				#endif

				float2 uv_Normals = IN.ase_texcoord6.xy * _Normals_ST.xy + _Normals_ST.zw;
				float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
				float3 tangentNormal561 = tex2DNode560;
				
				#if defined(_DIRECTION_X)
				float staticSwitch495 = IN.ase_texcoord7.xyz.x;
				#elif defined(_DIRECTION_Y)
				float staticSwitch495 = IN.ase_texcoord7.xyz.y;
				#elif defined(_DIRECTION_Z)
				float staticSwitch495 = IN.ase_texcoord7.xyz.z;
				#else
				float staticSwitch495 = IN.ase_texcoord7.xyz.y;
				#endif
				#ifdef _INVERTDIRECTION_ON
				float staticSwitch494 = -staticSwitch495;
				#else
				float staticSwitch494 = staticSwitch495;
				#endif
				float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
				float mulTime440 = _TimeParameters.x * temp_output_499_0;
				float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
				float saferPower487 = max( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) , 0.0001 );
				float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
				float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
				float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
				float3 tanNormal568 = tex2DNode560;
				float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568));
				float3 worldNormal567 = worldNormal568;
				float fresnelNdotV400 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
				float4 screenPos = IN.ase_texcoord8;
				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 uv0_Noise = IN.ase_texcoord6.xy * _Noise_ST.xy + _Noise_ST.zw;
				float2 temp_output_354_0 = ( uv0_Noise * _Frequency );
				float mulTime360 = _TimeParameters.x * _SpakleSpeed;
				float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
				float fresnelNdotV536 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
				float fresnelNdotV370 = dot( worldNormal567, WorldViewDirection );
				float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
				
				float3 Albedo = _Albedo.rgb;
				float3 Normal = tangentNormal561;
				float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
				float3 Specular = 0.5;
				float Metallic = 0.9;
				float Smoothness = 0.9;
				float Occlusion = 1;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float3 BakedGI = 0;

				InputData inputData;
				inputData.positionWS = WorldPosition;
				inputData.viewDirectionWS = WorldViewDirection;
				inputData.shadowCoord = ShadowCoords;

				#ifdef _NORMALMAP
					inputData.normalWS = normalize(TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )));
				#else
					#if !SHADER_HINT_NICE_QUALITY
						inputData.normalWS = WorldNormal;
					#else
						inputData.normalWS = normalize( WorldNormal );
					#endif
				#endif

				#ifdef ASE_FOG
					inputData.fogCoord = IN.fogFactorAndVertexLight.x;
				#endif

				inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
				inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.lightmapUVOrVertexSH.xyz, inputData.normalWS );
				#ifdef _ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif
				half4 color = UniversalFragmentPBR(
					inputData, 
					Albedo, 
					Metallic, 
					Specular, 
					Smoothness, 
					Occlusion, 
					Emission, 
					Alpha);

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
					#else
						color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
					#endif
				#endif
				
				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif
				
				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif

				return color;
			}

			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999

			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x

			#pragma vertex ShadowPassVertex
			#pragma fragment ShadowPassFragment

			#define SHADERPASS_SHADOWCASTER

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

			

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float3 _SizeSpeedInterval;
			float _TailHeadFalloff;
			float3 _GlintFresnel;
			float _Brightness;
			float4 _SparkleColor;
			float _Threshold;
			float _Range;
			float _ScreenContribution;
			float4 _Noise_ST;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float3 _SparkleFresnel;
			float4 _BodyGlow;
			float3 _MainGlowFresnel;
			CBUFFER_END


			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
			float3 _LightDirection;

			VertexOutput ShadowPassVertex( VertexInput v )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif
				float3 normalWS = TransformObjectToWorldDir(v.ase_normal);

				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );

				#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(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && 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  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
				
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

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

			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999

			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_DEPTHONLY

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

			

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float3 _SizeSpeedInterval;
			float _TailHeadFalloff;
			float3 _GlintFresnel;
			float _Brightness;
			float4 _SparkleColor;
			float _Threshold;
			float _Range;
			float _ScreenContribution;
			float4 _Noise_ST;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float3 _SparkleFresnel;
			float4 _BodyGlow;
			float3 _MainGlowFresnel;
			CBUFFER_END


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
			VertexOutput vert( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

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

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

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = positionCS;
				return o;
			}

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

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

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

			Cull Off

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999

			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_META

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

			#define ASE_NEEDS_FRAG_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_VERT_NORMAL
			#pragma shader_feature _INVERTDIRECTION_ON
			#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z


			sampler2D _Normals;
			sampler2D _Noise;
			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float3 _SizeSpeedInterval;
			float _TailHeadFalloff;
			float3 _GlintFresnel;
			float _Brightness;
			float4 _SparkleColor;
			float _Threshold;
			float _Range;
			float _ScreenContribution;
			float4 _Noise_ST;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float3 _SparkleFresnel;
			float4 _BodyGlow;
			float3 _MainGlowFresnel;
			CBUFFER_END


			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_tangent : TANGENT;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_texcoord7 : TEXCOORD7;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
			VertexOutput vert( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
				o.ase_texcoord4.xyz = ase_worldTangent;
				float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
				o.ase_texcoord5.xyz = ase_worldNormal;
				float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
				float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
				o.ase_texcoord6.xyz = ase_worldBitangent;
				float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord7 = screenPos;
				
				o.ase_texcoord2 = v.vertex;
				o.ase_texcoord3.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord3.zw = 0;
				o.ase_texcoord4.w = 0;
				o.ase_texcoord5.w = 0;
				o.ase_texcoord6.w = 0;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = o.clipPos;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				return o;
			}

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				#if defined(_DIRECTION_X)
				float staticSwitch495 = IN.ase_texcoord2.xyz.x;
				#elif defined(_DIRECTION_Y)
				float staticSwitch495 = IN.ase_texcoord2.xyz.y;
				#elif defined(_DIRECTION_Z)
				float staticSwitch495 = IN.ase_texcoord2.xyz.z;
				#else
				float staticSwitch495 = IN.ase_texcoord2.xyz.y;
				#endif
				#ifdef _INVERTDIRECTION_ON
				float staticSwitch494 = -staticSwitch495;
				#else
				float staticSwitch494 = staticSwitch495;
				#endif
				float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
				float mulTime440 = _TimeParameters.x * temp_output_499_0;
				float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
				float saferPower487 = max( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) , 0.0001 );
				float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
				ase_worldViewDir = normalize(ase_worldViewDir);
				float2 uv_Normals = IN.ase_texcoord3.xy * _Normals_ST.xy + _Normals_ST.zw;
				float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
				float3 ase_worldTangent = IN.ase_texcoord4.xyz;
				float3 ase_worldNormal = IN.ase_texcoord5.xyz;
				float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
				float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
				float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
				float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
				float3 tanNormal568 = tex2DNode560;
				float3 worldNormal568 = float3(dot(tanToWorld0,tanNormal568), dot(tanToWorld1,tanNormal568), dot(tanToWorld2,tanNormal568));
				float3 worldNormal567 = worldNormal568;
				float fresnelNdotV400 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
				float4 screenPos = IN.ase_texcoord7;
				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 uv0_Noise = IN.ase_texcoord3.xy * _Noise_ST.xy + _Noise_ST.zw;
				float2 temp_output_354_0 = ( uv0_Noise * _Frequency );
				float mulTime360 = _TimeParameters.x * _SpakleSpeed;
				float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_screenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
				float fresnelNdotV536 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
				float fresnelNdotV370 = dot( worldNormal567, ase_worldViewDir );
				float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
				
				
				float3 Albedo = _Albedo.rgb;
				float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				MetaInput metaInput = (MetaInput)0;
				metaInput.Albedo = Albedo;
				metaInput.Emission = Emission;
				
				return MetaFragment(metaInput);
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "Universal2D"
			Tags { "LightMode"="Universal2D" }

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

			HLSLPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#define _EMISSION
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 999999

			#pragma enable_d3d11_debug_symbols
			#pragma prefer_hlslcc gles
			#pragma exclude_renderers d3d11_9x

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_2D

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

			CBUFFER_START( UnityPerMaterial )
			float4 _Albedo;
			float4 _Normals_ST;
			float4 _GlintColor;
			float3 _SizeSpeedInterval;
			float _TailHeadFalloff;
			float3 _GlintFresnel;
			float _Brightness;
			float4 _SparkleColor;
			float _Threshold;
			float _Range;
			float _ScreenContribution;
			float4 _Noise_ST;
			float _Frequency;
			float _SpakleSpeed;
			float _SparklesBrightness;
			float3 _SparkleFresnel;
			float4 _BodyGlow;
			float3 _MainGlowFresnel;
			CBUFFER_END


			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
			VertexOutput vert( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

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

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

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

				o.clipPos = positionCS;
				return o;
			}

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

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				
				
				float3 Albedo = _Albedo.rgb;
				float Alpha = 1;
				float AlphaClipThreshold = 0.5;

				half4 color = half4( Albedo, Alpha );

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				return color;
			}
			ENDHLSL
		}
		
	}
	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
	Fallback "Hidden/InternalErrorShader"
	
}
/*ASEBEGIN
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