Shader /*ase_name*/ "Hidden/Legacy/Lit" /*end*/
{
	Properties
	{
		/*ase_props*/
		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
		//_SpecularHighlights("Specular Highlights", Float) = 1.0
		//_GlossyReflections("Reflections", Float) = 1.0
	}
	
	SubShader
	{
		/*ase_subshader_options:Name=Additional Options
			Option:Workflow,InvertActionOnDeselection:Specular,Metallic:Metallic
				Metallic:ShowPort:Metallic
				Specular:ShowPort:Specular
				Specular:SetDefine:_SPECULAR_SETUP 1
			Option:Surface:Opaque,Transparent:Opaque
				Opaque:SetPropertyOnSubShader:RenderType,Opaque
				Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
				Opaque:SetPropertyOnSubShader:ZWrite,On
				Opaque:HideOption:  Blend
				Opaque:HideOption:  Dither Shadows
				Opaque:HideOption:  Refraction Model
				Transparent:SetPropertyOnSubShader:RenderType,Transparent
				Transparent:SetPropertyOnSubShader:RenderQueue,Transparent
				Transparent:SetPropertyOnSubShader:ZWrite,Off
				Transparent:ShowOption:  Blend
				Transparent:ShowOption:  Dither Shadows
				Transparent:ShowOption:  Refraction Model
			Option:  Blend:Alpha,Premultiply,Additive,Multiply,Translucent,Custom:Alpha
				Alpha:SetPropertyOnPass:ForwardBase:BlendRGB,SrcAlpha,OneMinusSrcAlpha
				Alpha:SetPropertyOnPass:ForwardAdd:BlendRGB,SrcAlpha,One
				Alpha:SetDefine:_ALPHABLEND_ON 1
				Premultiply:SetPropertyOnPass:ForwardBase:BlendRGB,One,OneMinusSrcAlpha
				disable,Premultiply,Additive,Multiply,Translucent,Custom:SetPropertyOnPass:ForwardAdd:BlendRGB,One,One
				Premultiply:SetDefine:_ALPHAPREMULTIPLY_ON 1
				Additive:SetPropertyOnPass:ForwardBase:BlendRGB,One,One
				Multiply:SetPropertyOnPass:ForwardBase:BlendRGB,DstColor,Zero
				disable,Premultiply,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHABLEND_ON 1
				disable,Alpha,Additive,Multiply,Translucent,Custom:RemoveDefine:_ALPHAPREMULTIPLY_ON 1
				disable,Translucent:SetPropertyOnPass:ForwardBase:BlendRGB,One,Zero
			Option:  Refraction Model:None:None
				None,disable:HidePort:ForwardBase:Refraction Index
				None,disable:HidePort:ForwardBase:Refraction Color
				None,disable:RemoveDefine:_REFRACTION_ASE 1
				None,disable:RemoveDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
				Legacy:ShowPort:ForwardBase:Refraction Index
				Legacy:ShowPort:ForwardBase:Refraction Color
				Legacy:SetDefine:_REFRACTION_ASE 1
				Legacy:SetDefine:ASE_NEEDS_FRAG_SCREEN_POSITION
			Option:  Dither Shadows:false,true:true
				true:SetDefine:UNITY_STANDARD_USE_DITHER_MASK 1
				false,disable:RemoveDefine:UNITY_STANDARD_USE_DITHER_MASK 1
			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:Deferred Pass:false,true:true
				true:IncludePass:Deferred
				false:ExcludePass:Deferred
			Option:Transmission:false,true:false
				false:RemoveDefine:_TRANSMISSION_ASE 1
				false:HidePort:ForwardBase:Transmission
				false:HideOption:  Transmission Shadow
				true:SetDefine:_TRANSMISSION_ASE 1
				true:ShowPort:ForwardBase:Transmission
				true:ShowOption:  Transmission Shadow
				true:SetOption:Deferred Pass,0
			Field:  Transmission Shadow:Float:0.5:0:1:_TransmissionShadow
				Change:SetMaterialProperty:_TransmissionShadow
				Change:SetShaderProperty:_TransmissionShadow,_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TransmissionShadow,//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
			Option:Translucency:false,true:false
				false:RemoveDefine:_TRANSLUCENCY_ASE 1
				false:HidePort:ForwardBase:Translucency
				false:HideOption:  Translucency Strength
				false:HideOption:  Normal Distortion
				false:HideOption:  Scattering
				false:HideOption:  Direct
				false:HideOption:  Ambient
				false:HideOption:  Shadow
				true:SetDefine:_TRANSLUCENCY_ASE 1
				true:ShowPort:ForwardBase:Translucency
				true:ShowOption:  Translucency Strength
				true:ShowOption:  Normal Distortion
				true:ShowOption:  Scattering
				true:ShowOption:  Direct
				true:ShowOption:  Ambient
				true:ShowOption:  Shadow
				true:SetOption:Deferred Pass,0
			Field:  Translucency Strength:Float:1:0:50:_TransStrength
				Change:SetMaterialProperty:_TransStrength
				Change:SetShaderProperty:_TransStrength,_TransStrength( "Strength", Range( 0, 50 ) ) = 1
				Inline,disable:SetShaderProperty:_TransStrength,//_TransStrength( "Strength", Range( 0, 50 ) ) = 1
			Field:  Normal Distortion:Float:0.5:0:1:_TransNormal
				Change:SetMaterialProperty:_TransNormal
				Change:SetShaderProperty:_TransNormal,_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TransNormal,//_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
			Field:  Scattering:Float:2:1:50:_TransScattering
				Change:SetMaterialProperty:_TransScattering
				Change:SetShaderProperty:_TransScattering,_TransScattering( "Scattering", Range( 1, 50 ) ) = 2
				Inline,disable:SetShaderProperty:_TransScattering,//_TransScattering( "Scattering", Range( 1, 50 ) ) = 2
			Field:  Direct:Float:0.9:0:1:_TransDirect
				Change:SetMaterialProperty:_TransDirect
				Change:SetShaderProperty:_TransDirect,_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
				Inline,disable:SetShaderProperty:_TransDirect,//_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
			Field:  Ambient:Float:0.1:0:1:_TransAmbient
				Change:SetMaterialProperty:_TransAmbient
				Change:SetShaderProperty:_TransAmbient,_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
				Inline,disable:SetShaderProperty:_TransAmbient,//_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
			Field:  Shadow:Float:0.5:0:1:_TransShadow
				Change:SetMaterialProperty:_TransShadow
				Change:SetShaderProperty:_TransShadow,_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TransShadow,//_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
			Option:Cast Shadows:false,true:true
				true:IncludePass:ShadowCaster
				false,disable:ExcludePass:ShadowCaster
				true:ShowOption:  Use Shadow Threshold
				false:HideOption:  Use Shadow Threshold
			Option:  Use Shadow Threshold:false,true:false
				true:ShowPort:ForwardBase:Alpha Clip Threshold Shadow
				false,disable:HidePort:ForwardBase:Alpha Clip Threshold Shadow
			Option:Receive Shadows:false,true:true
				true:SetDefine:ASE_NEEDS_FRAG_SHADOWCOORDS
				false:RemoveDefine:ASE_NEEDS_FRAG_SHADOWCOORDS
			Option:GPU Instancing:false,true:true
				true:SetDefine:pragma multi_compile_instancing
				false:RemoveDefine:pragma multi_compile_instancing
			Option:LOD CrossFade:false,true:true
				true:SetDefine:pragma multi_compile __ LOD_FADE_CROSSFADE
				false:RemoveDefine:pragma multi_compile __ LOD_FADE_CROSSFADE
			Option:Built-in Fog:false,true:true
				true:SetDefine:pragma multi_compile_fog
				false:RemoveDefine:pragma multi_compile_fog
				true:SetDefine:ASE_FOG 1
				false:RemoveDefine:ASE_FOG 1
			Option:Ambient Light:false,true:true
				true:RemoveDefine:ASE_NO_AMBIENT 1
				false:SetDefine:ASE_NO_AMBIENT 1
			Option:Meta Pass:false,true:true
				true:IncludePass:Meta
				false,disable:ExcludePass:Meta
			Option:Add Pass:false,true:true
				true:IncludePass:ForwardAdd
				false,disable:ExcludePass:ForwardAdd
			Option:Override Baked GI:false,true:false
				true:ShowPort:ForwardBase:Baked GI
				false:HidePort:ForwardBase:Baked GI
				true:SetDefine:ASE_BAKEDGI 1
				false:RemoveDefine:ASE_BAKEDGI 1
			Option:Extra Pre Pass:false,true:false
				true:IncludePass:ExtraPrePass
				false,disable:ExcludePass:ExtraPrePass
			Option:Tessellation:false,true:false
				true:SetDefine:TESSELLATION_ON 1
				true:SetDefine:pragma require tessellation tessHW
				true:SetDefine:pragma hull HullFunction
				true:SetDefine:pragma domain DomainFunction
				true:ShowOption:  Phong
				true:ShowOption:  Type
				false,disable:RemoveDefine:TESSELLATION_ON 1
				false,disable:RemoveDefine:pragma require tessellation tessHW
				false,disable:RemoveDefine:pragma hull HullFunction
				false,disable:RemoveDefine:pragma domain DomainFunction
				false,disable:HideOption:  Phong
				false,disable:HideOption:  Type
			Option:  Phong:false,true:false
				true:SetDefine:ASE_PHONG_TESSELLATION
				false,disable:RemoveDefine:ASE_PHONG_TESSELLATION
				true:ShowOption:  Strength
				false,disable:HideOption:  Strength
			Field:  Strength:Float:0.5:0:1:_TessPhongStrength
				Change:SetMaterialProperty:_TessPhongStrength
				Change:SetShaderProperty:_TessPhongStrength,_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
				Inline,disable:SetShaderProperty:_TessPhongStrength,//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
			Option:  Type:Fixed,Distance Based,Edge Length,Edge Length Cull:Fixed
				Fixed:SetDefine:ASE_FIXED_TESSELLATION
				Fixed,Distance Based:ShowOption:  Tess
				Distance Based:SetDefine:ASE_DISTANCE_TESSELLATION
				Distance Based:ShowOption:  Min
				Distance Based:ShowOption:  Max
				Edge Length:SetDefine:ASE_LENGTH_TESSELLATION
				Edge Length,Edge Length Cull:ShowOption:  Edge Length
				Edge Length Cull:SetDefine:ASE_LENGTH_CULL_TESSELLATION
				Edge Length Cull:ShowOption:  Max Displacement
				disable,Distance Based,Edge Length,Edge Length Cull:RemoveDefine:ASE_FIXED_TESSELLATION
				disable,Fixed,Edge Length,Edge Length Cull:RemoveDefine:ASE_DISTANCE_TESSELLATION
				disable,Fixed,Distance Based,Edge Length Cull:RemoveDefine:ASE_LENGTH_TESSELLATION
				disable,Fixed,Distance Based,Edge Length:RemoveDefine:ASE_LENGTH_CULL_TESSELLATION
				disable,Edge Length,Edge Length Cull:HideOption:  Tess
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Min
				disable,Fixed,Edge Length,Edge Length Cull:HideOption:  Max
				disable,Fixed,Distance Based:HideOption:  Edge Length
				disable,Fixed,Distance Based,Edge Length:HideOption:  Max Displacement
			Field:  Tess:Float:16:1:32:_TessValue
				Change:SetMaterialProperty:_TessValue
				Change:SetShaderProperty:_TessValue,_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
				Inline,disable:SetShaderProperty:_TessValue,//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
			Field:  Min:Float:10:_TessMin
				Change:SetMaterialProperty:_TessMin
				Change:SetShaderProperty:_TessMin,_TessMin( "Tess Min Distance", Float ) = 10
				Inline,disable:SetShaderProperty:_TessMin,//_TessMin( "Tess Min Distance", Float ) = 10
			Field:  Max:Float:25:_TessMax
				Change:SetMaterialProperty:_TessMax
				Change:SetShaderProperty:_TessMax,_TessMax( "Tess Max Distance", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMax,//_TessMax( "Tess Max Distance", Float ) = 25
			Field:  Edge Length:Float:16:2:50:_TessEdgeLength
				Change:SetMaterialProperty:_TessEdgeLength
				Change:SetShaderProperty:_TessEdgeLength,_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
				Inline,disable:SetShaderProperty:_TessEdgeLength,//_TessEdgeLength ( "Edge length", Range( 2, 50 ) ) = 16
			Field:  Max Displacement:Float:25:_TessMaxDisp
				Change:SetMaterialProperty:_TessMaxDisp
				Change:SetShaderProperty:_TessMaxDisp,_TessMaxDisp( "Max Displacement", Float ) = 25
				Inline,disable:SetShaderProperty:_TessMaxDisp,//_TessMaxDisp( "Max Displacement", Float ) = 25
			Option:Fwd Specular Highlights Toggle:false,true:false
				true:SetShaderProperty:_SpecularHighlights,[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
				false:SetShaderProperty:_SpecularHighlights,//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
				true:SetDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF
				false:RemoveDefine:pragma shader_feature _SPECULARHIGHLIGHTS_OFF
			Option:Fwd Reflections Toggle:false,true:false
				true:SetShaderProperty:_GlossyReflections,[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
				false:SetShaderProperty:_GlossyReflections,//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
				true:SetDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF
				false:RemoveDefine:pragma shader_feature _GLOSSYREFLECTIONS_OFF
			Option:Disable Batching:False,True,LOD Fading:False
				False:SetPropertyOnSubShader:DisableBatching,False
				True:SetPropertyOnSubShader:DisableBatching,True
				LOD Fading:SetPropertyOnSubShader:DisableBatching,LODFading
			Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
				Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
				Absolute:SetPortName:ForwardBase:15,Vertex Position
				Relative:SetPortName:ForwardBase:15,Vertex Offset
				Absolute:SetPortName:ExtraPrePass:3,Vertex Position
				Relative:SetPortName:ExtraPrePass:3,Vertex Offset
			Port:ForwardBase:Alpha Clip Threshold
				On:SetDefine:_ALPHATEST_ON 1
			Port:ForwardBase:Alpha Clip Threshold Shadow
				On:SetDefine:_ALPHATEST_SHADOW_ON 1
		*/
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "DisableBatching" = "False" }
		LOD 0

		Cull Back
		AlphaToMask Off
		ZWrite On
		ZTest LEqual
		ColorMask RGBA
		/*ase_stencil*/
		/*ase_all_modules*/

		CGINCLUDE
		#pragma target 3.0

		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}
		
		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

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

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		ENDCG

		/*ase_pass*/
		Pass
		{
			Name "ExtraPrePass"
			Tags { "LightMode" = "ForwardBase" }
			
			Blend One Zero
			Cull Back
			ZWrite On
			ZTest LEqual
			Offset 0,0
			ColorMask RGBA
			/*ase_stencil*/

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase
			#ifndef UNITY_PASS_FORWARDBASE
				#define UNITY_PASS_FORWARDBASE
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(2,3)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(2)
					#else
						SHADOW_COORDS(2)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(4)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				/*ase_interp(8,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormalP*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangentP*/v.tangent/*end*/;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif
			
			fixed4 frag (v2f IN /*ase_frag_input*/
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target 
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					/*ase_local_var:sc*/half atten = 1;
				#endif

				/*ase_frag_code:IN=v2f*/
				float3 Color = /*ase_frag_out:Color;Float3;0;-1;_ColorP*/fixed3( 0, 0, 0 )/*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*/;

				float4 c = float4( Color, Alpha );

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

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		/*ase_pass*/
		Pass
		{
			/*ase_main_pass*/
			Name "ForwardBase"
			Tags { "LightMode" = "ForwardBase" }
			
			Blend One Zero

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase
			#ifndef UNITY_PASS_FORWARDBASE
				#define UNITY_PASS_FORWARDBASE
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
					float4 lmap : TEXCOORD0;
				#endif
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
					half3 sh : TEXCOORD1;
				#endif
				#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(2,3)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(2)
					#else
						SHADOW_COORDS(2)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(4)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				/*ase_interp(9,):sp=sp.xyzw;sc=tc2;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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;15;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;16;-1;_VertexNormal*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;17;-1;_VertexTangent*/v.tangent/*end*/;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#ifdef DYNAMICLIGHTMAP_ON
				o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				#ifdef LIGHTMAP_ON
				o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif

				#ifndef LIGHTMAP_ON
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						o.sh = 0;
						#ifdef VERTEXLIGHT_ON
						o.sh += Shade4PointLights (
							unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
							unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
							unity_4LightAtten0, worldPos, worldNormal);
						#endif
						o.sh = ShadeSHPerVertex (worldNormal, o.sh);
					#endif
				#endif

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif
			
			fixed4 frag (v2f IN /*ase_frag_input*/
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target 
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					/*ase_local_var:sc*/half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
				#endif

				/*ase_frag_code:IN=v2f*/
				o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
				o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
				o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
				#if defined(_SPECULAR_SETUP)
					o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
				#else
					o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
				#endif
				o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
				o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
				o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
				float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;9;-1;_AlphaClipShadow*/0.5/*end*/;
				float3 BakedGI = /*ase_frag_out:Baked GI;Float3;10;-1;_BakedGI*/0/*end*/;
				float3 RefractionColor = /*ase_frag_out:Refraction Color;Float3;11;-1;_RefractionColor*/1/*end*/;
				float RefractionIndex = /*ase_frag_out:Refraction Index;Float;12;-1;_RefractionIndex*/1/*end*/;
				float3 Transmission = /*ase_frag_out:Transmission;Float3;13;-1;_Transmission*/1/*end*/;
				float3 Translucency = /*ase_frag_out:Translucency;Float3;14;-1;_Translucency*/1/*end*/;				

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

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = _LightColor0.rgb;
				gi.light.dir = lightDir;

				UnityGIInput giInput;
				UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
				giInput.light = gi.light;
				giInput.worldPos = worldPos;
				giInput.worldViewDir = worldViewDir;
				giInput.atten = atten;
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
					giInput.lightmapUV = IN.lmap;
				#else
					giInput.lightmapUV = 0.0;
				#endif
				#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
					giInput.ambient = IN.sh;
				#else
					giInput.ambient.rgb = 0.0;
				#endif
				giInput.probeHDR[0] = unity_SpecCube0_HDR;
				giInput.probeHDR[1] = unity_SpecCube1_HDR;
				#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
					giInput.boxMin[0] = unity_SpecCube0_BoxMin;
				#endif
				#ifdef UNITY_SPECCUBE_BOX_PROJECTION
					giInput.boxMax[0] = unity_SpecCube0_BoxMax;
					giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
					giInput.boxMax[1] = unity_SpecCube1_BoxMax;
					giInput.boxMin[1] = unity_SpecCube1_BoxMin;
					giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
				#endif
				
				#if defined(_SPECULAR_SETUP)
					LightingStandardSpecular_GI(o, giInput, gi);
				#else
					LightingStandard_GI( o, giInput, gi );
				#endif

				#ifdef ASE_BAKEDGI
					gi.indirect.diffuse = BakedGI;
				#endif

				#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
					gi.indirect.diffuse = 0;
				#endif

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular (o, worldViewDir, gi);
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif
				
				#ifdef _TRANSMISSION_ASE
				{
					float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef _TRANSLUCENCY_ASE
				{
					float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/;
					float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/;
					float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/;
					float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/;
					float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/;
					float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef _REFRACTION_ASE
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				c.rgb += o.Emission;

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "ForwardAdd"
			Tags { "LightMode"="ForwardAdd" }
			ZWrite Off
			Blend One One

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants INSTANCING_ON
			#pragma multi_compile_fwdadd_fullshadows
			#ifndef UNITY_PASS_FORWARDADD
				#define UNITY_PASS_FORWARDADD
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(1,2)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(1)
					#else
						SHADOW_COORDS(1)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(3)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				/*ase_interp(9,):sp=sp.xyzw;sc=tc1;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w;spu=tc8*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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;11;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;12;-1;_VertexNormal*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;13;-1;_VertexTangent*/v.tangent/*end*/;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag ( v2f IN /*ase_frag_input*/
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target 
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					/*ase_local_var:sc*/half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				/*ase_local_var:spu*/float4 ScreenPos = IN.screenPos;
				#endif


				/*ase_frag_code:IN=v2f*/
				o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
				o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
				o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
				#if defined(_SPECULAR_SETUP)
					o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
				#else
					o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
				#endif
				o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
				o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
				o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
				float3 Transmission = /*ase_frag_out:Transmission;Float3;9;-1;_Transmission*/1/*end*/;
				float3 Translucency = /*ase_frag_out:Translucency;Float3;10;-1;_Translucency*/1/*end*/;		

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

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = _LightColor0.rgb;
				gi.light.dir = lightDir;
				gi.light.color *= atten;

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular( o, worldViewDir, gi );
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif
				
				#ifdef _TRANSMISSION_ASE
				{
					float shadow = /*ase_inline_begin*/_TransmissionShadow/*ase_inline_end*/;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef _TRANSLUCENCY_ASE
				{
					float shadow = /*ase_inline_begin*/_TransShadow/*ase_inline_end*/;
					float normal = /*ase_inline_begin*/_TransNormal/*ase_inline_end*/;
					float scattering = /*ase_inline_begin*/_TransScattering/*ase_inline_end*/;
					float direct = /*ase_inline_begin*/_TransDirect/*ase_inline_end*/;
					float ambient = /*ase_inline_begin*/_TransAmbient/*ase_inline_end*/;
					float strength = /*ase_inline_begin*/_TransStrength/*ase_inline_end*/;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef _REFRACTION_ASE
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

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

			AlphaToMask Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma exclude_renderers nomrt
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_prepassfinal
			#ifndef UNITY_PASS_DEFERRED
				#define UNITY_PASS_DEFERRED
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				float4 lmap : TEXCOORD2;
				#ifndef LIGHTMAP_ON
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						half3 sh : TEXCOORD3;
					#endif
				#else
					#ifdef DIRLIGHTMAP_OFF
						float4 lmapFadePos : TEXCOORD4;
					#endif
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				/*ase_interp(8,):sp=sp.xyzw;wn.xyz=tc5.xyz;wt.xyz=tc6.xyz;wbt.xyz=tc7.xyz;wp.x=tc5.w;wp.y=tc6.w;wp.z=tc7.w*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef LIGHTMAP_ON
			float4 unity_LightmapFade;
			#endif
			fixed4 unity_Ambient;
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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;10;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;11;-1;_VertexNormal*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;12;-1;_VertexTangent*/v.tangent/*end*/;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#ifdef DYNAMICLIGHTMAP_ON
					o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#else
					o.lmap.zw = 0;
				#endif
				#ifdef LIGHTMAP_ON
					o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					#ifdef DIRLIGHTMAP_OFF
						o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
						o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
					#endif
				#else
					o.lmap.xy = 0;
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						o.sh = 0;
						o.sh = ShadeSHPerVertex (worldNormal, o.sh);
					#endif
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			void frag (v2f IN /*ase_frag_input*/
				, out half4 outGBuffer0 : SV_Target0
				, out half4 outGBuffer1 : SV_Target1
				, out half4 outGBuffer2 : SV_Target2
				, out half4 outEmission : SV_Target3
				#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
				, out half4 outShadowMask : SV_Target4
				#endif
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
			) 
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				/*ase_local_var:wt*/float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				/*ase_local_var:wbt*/float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				/*ase_local_var:wn*/float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				/*ase_local_var:wp*/float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				/*ase_local_var:wvd*/float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				/*ase_local_var:sc*/half atten = 1;

				/*ase_frag_code:IN=v2f*/
				o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
				o.Normal = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/fixed3( 0, 0, 1 )/*end*/;
				o.Emission = /*ase_frag_out:Emission;Float3;2;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
				#if defined(_SPECULAR_SETUP)
					o.Specular = /*ase_frag_out:Specular;Float3;3;-1;_Specular*/fixed3( 0, 0, 0 )/*end*/;
				#else
					o.Metallic = /*ase_frag_out:Metallic;Float;4;-1;_Metallic*/0/*end*/;
				#endif
				o.Smoothness = /*ase_frag_out:Smoothness;Float;5;-1;_Smoothness*/0/*end*/;
				o.Occlusion = /*ase_frag_out:Occlusion;Float;6;-1;_Occlusion*/1/*end*/;
				o.Alpha = /*ase_frag_out:Alpha;Float;7;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;8;-1;_AlphaClip*/0.5/*end*/;
				float3 BakedGI = /*ase_frag_out:Baked GI;Float3;9;-1;_BakedGI*/0/*end*/;

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

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = 0;
				gi.light.dir = half3(0,1,0);

				UnityGIInput giInput;
				UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
				giInput.light = gi.light;
				giInput.worldPos = worldPos;
				giInput.worldViewDir = worldViewDir;
				giInput.atten = atten;
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
					giInput.lightmapUV = IN.lmap;
				#else
					giInput.lightmapUV = 0.0;
				#endif
				#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
					giInput.ambient = IN.sh;
				#else
					giInput.ambient.rgb = 0.0;
				#endif
				giInput.probeHDR[0] = unity_SpecCube0_HDR;
				giInput.probeHDR[1] = unity_SpecCube1_HDR;
				#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
					giInput.boxMin[0] = unity_SpecCube0_BoxMin;
				#endif
				#ifdef UNITY_SPECCUBE_BOX_PROJECTION
					giInput.boxMax[0] = unity_SpecCube0_BoxMax;
					giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
					giInput.boxMax[1] = unity_SpecCube1_BoxMax;
					giInput.boxMin[1] = unity_SpecCube1_BoxMin;
					giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
				#endif

				#if defined(_SPECULAR_SETUP)
					LightingStandardSpecular_GI( o, giInput, gi );
				#else
					LightingStandard_GI( o, giInput, gi );
				#endif

				#ifdef ASE_BAKEDGI
					gi.indirect.diffuse = BakedGI;
				#endif

				#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
					gi.indirect.diffuse = 0;
				#endif

				#if defined(_SPECULAR_SETUP)
					outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
				#else
					outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
				#endif

				#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
					outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
				#endif
				#ifndef UNITY_HDR_ON
					outEmission.rgb = exp2(-outEmission.rgb);
				#endif
			}
			ENDCG
		}

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

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma shader_feature EDITOR_VISUALIZATION
			#ifndef UNITY_PASS_META
				#define UNITY_PASS_META
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "UnityMetaPass.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#ifdef EDITOR_VISUALIZATION
					float2 vizUV : TEXCOORD1;
					float4 lightCoord : TEXCOORD2;
				#endif
				/*ase_interp(3,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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;4;-1;_Vertex*/defaultVertexValue/*end*/;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VertexNormal*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;6;-1;_VertexTangent*/v.tangent/*end*/;

				#ifdef EDITOR_VISUALIZATION
					o.vizUV = 0;
					o.lightCoord = 0;
					if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
						o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
					else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
					{
						o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
						o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
					}
				#endif

				o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);

				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN /*ase_frag_input*/
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target 
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				
				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				
				/*ase_frag_code:IN=v2f*/
				o.Albedo = /*ase_frag_out:Albedo;Float3;0;-1;_Albedo*/fixed3( 0.5, 0.5, 0.5 )/*end*/;
				o.Normal = fixed3( 0, 0, 1 );
				o.Emission = /*ase_frag_out:Emission;Float3;1;-1;_Emission*/half3( 0, 0, 0 )/*end*/;
				o.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
				float AlphaClipThreshold = /*ase_frag_out:Alpha Clip Threshold;Float;3;-1;_AlphaClip*/0.5/*end*/;

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

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				UnityMetaInput metaIN;
				UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
				metaIN.Albedo = o.Albedo;
				metaIN.Emission = o.Emission;
				#ifdef EDITOR_VISUALIZATION
					metaIN.VizUV = IN.vizUV;
					metaIN.LightCoord = IN.lightCoord;
				#endif
				return UnityMetaFragment(metaIN);
			}
			ENDCG
		}

		/*ase_pass*/
		Pass
		{
			/*ase_hide_pass*/
			Name "ShadowCaster"
			Tags { "LightMode"="ShadowCaster" }
			ZWrite On
			ZTest LEqual
			AlphaToMask Off

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_shadowcaster
			#ifndef UNITY_PASS_SHADOWCASTER
				#define UNITY_PASS_SHADOWCASTER
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"

			/*ase_pragma*/
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vdata:p=p;t=t;n=n;uv1=tc1.xyzw;uv2=tc2.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				V2F_SHADOW_CASTER;
				/*ase_interp(2,):sp=sp.xyzw*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef UNITY_STANDARD_USE_DITHER_MASK
				sampler3D _DitherMaskLOD;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			/*ase_globals*/
	
			/*ase_funcs*/

			v2f VertexFunction (appdata v /*ase_vert_input*/ ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				/*ase_vert_code:v=appdata;o=v2f*/
				#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.vertex.w = 1;
				v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VertexNormal*/v.normal/*end*/;
				v.tangent = /*ase_vert_out:Vertex Tangent;Float4;5;-1;_VertexTangent*/v.tangent/*end*/;

				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				/*ase_vcontrol*/
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				/*ase_control_code:v=appdata;o=VertexControl*/
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = /*ase_inline_begin*/_TessValue/*ase_inline_end*/; float tessMin = /*ase_inline_begin*/_TessMin/*ase_inline_end*/; float tessMax = /*ase_inline_begin*/_TessMax/*ase_inline_end*/;
				float edgeLength = /*ase_inline_begin*/_TessEdgeLength/*ase_inline_end*/; float tessMaxDisp = /*ase_inline_begin*/_TessMaxDisp/*ase_inline_end*/;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				/*ase_domain_code:patch=VertexControl;o=appdata;bary=SV_DomainLocation*/
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = /*ase_inline_begin*/_TessPhongStrength/*ase_inline_end*/;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN /*ase_frag_input*/
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				#if !defined( CAN_SKIP_VPOS )
				, UNITY_VPOS_TYPE vpos : VPOS
				#endif
				) : SV_Target 
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif

				/*ase_frag_code:IN=v2f*/
				o.Normal = fixed3( 0, 0, 1 );
				o.Occlusion = 1;
				o.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*/;
				float AlphaClipThresholdShadow = /*ase_frag_out:Alpha Clip Threshold Shadow;Float;2;-1;_AlphaClipShadow*/0.5/*end*/;

				#ifdef _ALPHATEST_SHADOW_ON
					if (unity_LightShadowBias.z != 0.0)
						clip(o.Alpha - AlphaClipThresholdShadow);
					#ifdef _ALPHATEST_ON
					else
						clip(o.Alpha - AlphaClipThreshold);
					#endif
				#else
					#ifdef _ALPHATEST_ON
						clip(o.Alpha - AlphaClipThreshold);
					#endif
				#endif

				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif

				#ifdef UNITY_STANDARD_USE_DITHER_MASK
					half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a;
					clip(alphaRef - 0.01);
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				SHADOW_CASTER_FRAGMENT(IN)
			}
			ENDCG
		}
		/*ase_pass_end*/
	}
	CustomEditor "ASEMaterialInspector"
}
