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Continentis/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader
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2025-11-25 21:49:03 -05:00

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// Made with Amplify Shader Editor v1.9.9.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/3D Lit URP SSU"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_MainTex( "MainTex", 2D ) = "white" {}
_ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5
_AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0
_NormalMap( "Normal Map", 2D ) = "bump" {}
_NormalIntensity( "Normal Intensity", Float ) = 1
_Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5
_Metallic( "Metallic", Range( 0, 1 ) ) = 0
[Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0
_MetallicMap( "Metallic Map", 2D ) = "white" {}
[Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0
[HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 )
_EmissionMap( "Emission Map", 2D ) = "white" {}
[Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0
[Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
[Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
[Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
[Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
_SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
[Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
[Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
[KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
_PixelsPerUnit( "Pixels Per Unit", Float ) = 100
_ScreenWidthUnits( "Screen Width Units", Float ) = 10
_RectWidth( "Rect Width", Float ) = 100
_RectHeight( "Rect Height", Float ) = 100
[KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
_FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
_FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
_FadingWidth( "Fading: Width", Float ) = 0.3
_FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
_FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
_FadingMask( "Fading: Mask", 2D ) = "white" {}
[Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
[Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
_TimeValue( "Time: Value", Float ) = 0
[Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
_TimeSpeed( "Time: Speed", Float ) = 1
[Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
_TimeFPS( "Time: FPS", Float ) = 5
[Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
_TimeFrequency( "Time: Frequency", Float ) = 2
_TimeRange( "Time: Range", Float ) = 0.5
_UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
[Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
_StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
[HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
[Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
_StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
[Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
_StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
[Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
_AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
[HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
[Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
_AddColorContrast( "Add Color: Contrast", Float ) = 0.5
[Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
_AddColorMask( "Add Color: Mask", 2D ) = "white" {}
[Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
_AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
[HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
_AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
[Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
_ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
_ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
_ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
[Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
_Brightness( "Brightness", Float ) = 1
[Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
_Contrast( "Contrast", Float ) = 1
[Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
_Saturation( "Saturation", Float ) = 1
[Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
_Hue( "Hue", Range( -1, 1 ) ) = 0
[Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
_RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
[HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
_RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
[Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
_RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
[HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
[Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
_RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
[Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
_InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
[HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
_InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
[Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
_InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
_InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
_InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
[Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
_InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
_InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
[Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
[Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
_OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
[HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
_OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
[Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
_OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
_OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
_OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
[Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
_OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
_OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
[Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
[Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
_PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
[HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
_PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
_PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
[Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
_PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
_PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
[Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
[Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
_AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
_AddHueSpeed( "Add Hue: Speed", Float ) = 1
_AddHueBrightness( "Add Hue: Brightness", Float ) = 2
_AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
_AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
[Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
_AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
[Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
_PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
[HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
[HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
_PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
_PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
[Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
_ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
[Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
_InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
[HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
_InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
_InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
_InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
_InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
_InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
_InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
[Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
_BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
[HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
_BlackTintPower( "Black Tint: Power", Float ) = 4
[Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
_SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
[HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
_SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
_SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
_SineGlowMin( "Sine Glow: Min", Float ) = 0
_SineGlowMax( "Sine Glow: Max", Float ) = 1
[Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
_SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
[Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
_SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
[HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
[HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
_SplitToningContrast( "Split Toning: Contrast", Float ) = 1
_SplitToningBalance( "Split Toning: Balance", Float ) = 1
_SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
[Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
_ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
_ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
[HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
_ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
_ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
_ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
[Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
_NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
[Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
_HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
[HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
_HologramContrast( "Hologram: Contrast", Float ) = 1
_HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
_HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
_HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
_HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
_HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
_HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
_HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
_HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
[Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
_GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
_GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
_GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
_GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
_GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
_GlitchBrightness( "Glitch: Brightness", Float ) = 4
_GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
_GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
_GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
_GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
_GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
[Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
_FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
[HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
_FrozenContrast( "Frozen: Contrast", Float ) = 2
[HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
_FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
_FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
_FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
[HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
_FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
_FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
_FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
_FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
_FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
_FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
_FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
[Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
_RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
_RainbowBrightness( "Rainbow: Brightness", Float ) = 2
_RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
_RainbowContrast( "Rainbow: Contrast", Float ) = 1
_RainbowSpeed( "Rainbow: Speed", Float ) = 1
_RainbowDensity( "Rainbow: Density", Float ) = 0.5
_RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
_RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
_RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
[Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
_CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
_CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
_CamouflageContrast( "Camouflage: Contrast", Float ) = 1
_CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
_CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
_CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
_CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
_CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
_CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
_CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
_CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
[Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
_CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
_CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
_CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
_MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
[HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
_MetalContrast( "Metal: Contrast", Float ) = 2
[HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
_MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
_MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
_MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
_MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
_MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
_MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
_MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
[NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
[Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
_ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
[HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
_ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
_ShineContrast( "Shine: Contrast", Float ) = 2
_ShineWidth( "Shine: Width", Float ) = 0.1
_ShineSpeed( "Shine: Speed", Float ) = 5
_ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
_ShineSmooth( "Shine: Smoothness", Float ) = 1
_ShineFrequency( "Shine: Frequency", Float ) = 0.3
[Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
[NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
[Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
_BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
_BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
_BurnRadius( "Burn: Radius", Float ) = 5
[HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
_BurnWidth( "Burn: Width", Float ) = 0.1
_BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
_BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
[HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
_BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
[HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
_BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
_BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
_BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
_BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
[Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
_PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
[HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
_PoisonDensity( "Poison: Density", Float ) = 3
_PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
_PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
_PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
_PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
_PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
[Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
_EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
_EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
_EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
_EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
_EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
_EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
[Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
_EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
_EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
_EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
[HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
[HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
[Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
[Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
_ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
_ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
_ShiftingDensity( "Shifting: Density", Float ) = 1.5
_ShiftingBrightness( "Shifting: Brightness", Float ) = 1
_ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
[Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
_ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
[HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
[HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
[Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
_TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
_TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
[HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
_TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
_TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
[Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
_TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
[Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
_TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
[Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
_TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
_TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
_TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
_TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
_TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
[Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
_TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
_TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
[HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
_TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
_TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
[Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
_TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
[Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
_TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
[Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
_TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
_TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
_TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
_TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
_TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
[Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
_FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
_FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
_FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
[Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
_FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
_FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
[HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
_FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
[Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
_SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
_SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
_SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
_SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
_SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
[Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
[Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
_SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
_SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
_SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
[HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
_SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
_SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
[Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
[Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
_HalftoneFade( "Halftone: Fade", Float ) = 1
_HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
_HalftoneTiling( "Halftone: Tiling", Float ) = 4
_HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
[Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
[Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
_DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
_DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
_DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
_DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
_DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
[Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
[Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
_DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
_DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
[HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
_DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
_DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
_DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
[Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
[Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
_DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
_DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
_DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
_DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
_DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
_DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
_DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
_DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
[Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
[Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
_FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
_FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
_FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
_PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
_PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
_PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
[Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
_SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
_SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
_SqueezePower( "Squeeze: Power", Float ) = 1
_SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
_UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
_UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
_UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
_UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
_UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
[Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
[NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
[Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
_UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
[Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
_UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
_UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
_SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
_SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
_SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
_SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
_WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
_WiggleSpeed( "Wiggle: Speed", Float ) = 2
_WiggleFrequency( "Wiggle: Frequency", Float ) = 2
_WiggleOffset( "Wiggle: Offset", Float ) = 0.02
[Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
[Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
_UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
_UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
[Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
_SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
_SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
_SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
[Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
_SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
_SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
[Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
_VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
_VibrateOffset( "Vibrate: Offset", Float ) = 0.04
_VibrateFrequency( "Vibrate: Frequency", Float ) = 100
_VibrateRotation( "Vibrate: Rotation", Float ) = 4
[Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
_WindRotation( "Wind: Rotation", Float ) = 0
_WindMaxRotation( "Wind: Max Rotation", Float ) = 2
_WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
_WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
_WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
[Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
_WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
_WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
_WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
_WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
[Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
[Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
_WindXPosition( "Wind: X Position", Float ) = 0
_WindFlip( "Wind: Flip", Float ) = 0
[Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
_SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
_SquishStretch( "Squish: Stretch", Float ) = 0.1
_SquishSquish( "Squish: Squish", Float ) = 0.1
_SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
[Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
_CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
_CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
[Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
_FlameBrightness( "Flame: Brightness", Float ) = 10
_FlameSmooth( "Flame: Smooth", Float ) = 2
_FlameRadius( "Flame: Radius", Float ) = 0.2
_FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
_FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
_FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
_FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
[Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
_GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
_GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
[Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
_SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
_SharpenFactor( "Sharpen: Factor", Float ) = 4
_SharpenOffset( "Sharpen: Offset", Float ) = 2
[Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
[Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
_SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
_SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
_SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
_SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
_SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
[Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
[Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
_CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
_CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
_CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
_CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
_CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
[Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
_WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
_WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
_WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
[Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
_ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
_ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
_ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_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
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
Cull Off
ZWrite Off
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
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;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_FORWARD
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#pragma shader_feature _EMISSIONTOGGLE_ON
#pragma shader_feature _METALLICMAPTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : TEXCOORD8;
#endif
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_texcoord10 : TEXCOORD10;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
#ifdef _EMISSIONTOGGLE_ON
float4 _EmissionTint;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
sampler2D _NormalMap;
#ifdef _EMISSIONTOGGLE_ON
sampler2D _EmissionMap;
#endif
#ifdef _METALLICMAPTOGGLE_ON
sampler2D _MetallicMap;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord9.xy = input.texcoord.xy;
output.ase_texcoord10 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord9.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#else
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag ( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( input.tSpace0.xyz );
float3 WorldTangent = input.tSpace1.xyz;
float3 WorldBiTangent = input.tSpace2.xyz;
#endif
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float2 temp_output_11_0_g11915 = finalUV146;
float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
#ifdef _EMISSIONTOGGLE_ON
float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
#else
float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
#endif
#ifdef _METALLICMAPTOGGLE_ON
float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
#else
float staticSwitch23_g11915 = _Metallic;
#endif
#ifdef _METALLICMAPTOGGLE_ON
float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
#else
float staticSwitch22_g11915 = _Smoothness;
#endif
float3 BaseColor = temp_output_340_0.rgb;
float3 Normal = unpack3_g11915;
float3 Emission = staticSwitch13_g11915;
float3 Specular = 0.5;
float Metallic = staticSwitch23_g11915;
float Smoothness = staticSwitch22_g11915;
float Occlusion = 1;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _ShadowClip;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _CLEARCOAT
float CoatMask = 0;
float CoatSmoothness = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = input.positionCS;
inputData.viewDirectionWS = WorldViewDirection;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = ShadowCoords;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef ASE_FOG
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask );
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
SurfaceData surfaceData;
surfaceData.albedo = BaseColor;
surfaceData.metallic = saturate(Metallic);
surfaceData.specular = Specular;
surfaceData.smoothness = saturate(Smoothness),
surfaceData.occlusion = Occlusion,
surfaceData.emission = Emission,
surfaceData.alpha = saturate(Alpha);
surfaceData.normalTS = Normal;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
#ifdef _CLEARCOAT
surfaceData.clearCoatMask = saturate(CoatMask);
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
#endif
#ifdef _DBUFFER
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif
#ifdef _ASE_LIGHTING_SIMPLE
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
#else
half4 color = UniversalFragmentPBR( inputData, surfaceData);
#endif
#ifdef ASE_TRANSMISSION
{
float shadow = _TransmissionShadow;
#define SUM_LIGHT_TRANSMISSION(Light)\
float3 atten = Light.color * Light.distanceAttenuation;\
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
color.rgb += BaseColor * transmission;
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSMISSION( light );
}
}
#endif
LIGHT_LOOP_BEGIN( pixelLightCount )
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSMISSION( light );
}
LIGHT_LOOP_END
#endif
}
#endif
#ifdef ASE_TRANSLUCENCY
{
float shadow = _TransShadow;
float normal = _TransNormal;
float scattering = _TransScattering;
float direct = _TransDirect;
float ambient = _TransAmbient;
float strength = _TransStrength;
#define SUM_LIGHT_TRANSLUCENCY(Light)\
float3 atten = Light.color * Light.distanceAttenuation;\
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
half3 lightDir = Light.direction + inputData.normalWS * normal;\
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
color.rgb += BaseColor * translucency * strength;
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSLUCENCY( light );
}
}
#endif
LIGHT_LOOP_BEGIN( pixelLightCount )
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
SUM_LIGHT_TRANSLUCENCY( light );
}
LIGHT_LOOP_END
#endif
}
#endif
#ifdef ASE_REFRACTION
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
color.rgb = lerp( refraction, color.rgb, color.a );
color.a = 1;
#endif
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
#else
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_SHADOWCASTER
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 _LightDirection;
float3 _LightPosition;
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord3.xy = input.ase_texcoord.xy;
output.ase_texcoord4 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
//code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
positionCS = ApplyShadowClamping(positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = positionCS;
output.clipPosV = positionCS;
output.positionWS = positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float3 WorldPosition = input.positionWS;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _ShadowClip;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_SHADOW_ON
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask R
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_DEPTHONLY
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord3.xy = input.ase_texcoord.xy;
output.ase_texcoord4 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float3 WorldPosition = input.positionWS;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma shader_feature EDITOR_VISUALIZATION
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_META
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#pragma shader_feature _EMISSIONTOGGLE_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef EDITOR_VISUALIZATION
float4 VizUV : TEXCOORD2;
float4 LightCoord : TEXCOORD3;
#endif
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
#ifdef _EMISSIONTOGGLE_ON
float4 _EmissionTint;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
#ifdef _EMISSIONTOGGLE_ON
sampler2D _EmissionMap;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord5 = screenPos;
output.ase_texcoord4.xy = input.texcoord0.xy;
output.ase_texcoord6 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord4.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = positionWS;
#endif
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
output.VizUV = float4(VizUV, 0, 0);
output.LightCoord = LightCoord;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = output.positionCS;
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.texcoord0 = input.texcoord0;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = input.ase_texcoord5;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
#ifdef _EMISSIONTOGGLE_ON
float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
float2 temp_output_11_0_g11915 = finalUV146;
float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
#else
float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
#endif
float3 BaseColor = temp_output_340_0.rgb;
float3 Emission = staticSwitch13_g11915;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = BaseColor;
metaInput.Emission = Emission;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = input.VizUV.xy;
metaInput.LightCoord = input.LightCoord;
#endif
return UnityMetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_2D
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : 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_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID( input );
UNITY_TRANSFER_INSTANCE_ID( input, output );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord3 = screenPos;
output.ase_texcoord2.xy = input.ase_texcoord.xy;
output.ase_texcoord4 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = input.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = input.ase_texcoord3;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float3 BaseColor = temp_output_340_0.rgb;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
half4 color = half4(BaseColor, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD4;
#endif
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
sampler2D _NormalMap;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord5.xy = input.ase_texcoord.xy;
output.ase_texcoord6 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord5.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.normalWS = normalWS;
output.tangentWS = tangentWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
void frag( PackedVaryings input
, out half4 outNormalWS : SV_Target0
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float3 WorldNormal = input.normalWS;
float4 WorldTangent = input.tangentWS;
float3 WorldPosition = input.positionWS;
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 texCoord363 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_11_0_g11915 = finalUV146;
float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float3 Normal = unpack3_g11915;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
outNormalWS = half4(packedNormalWS, 0.0);
#else
#if defined(_NORMALMAP)
#if _NORMAL_DROPOFF_TS
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
#elif _NORMAL_DROPOFF_OS
float3 normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
float3 normalWS = Normal;
#endif
#else
float3 normalWS = WorldNormal;
#endif
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_GBUFFER
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
#pragma shader_feature _EMISSIONTOGGLE_ON
#pragma shader_feature _METALLICMAPTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : TEXCOORD8;
#endif
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_texcoord10 : TEXCOORD10;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
#ifdef _EMISSIONTOGGLE_ON
float4 _EmissionTint;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
sampler2D _NormalMap;
#ifdef _EMISSIONTOGGLE_ON
sampler2D _EmissionMap;
#endif
#ifdef _METALLICMAPTOGGLE_ON
sampler2D _MetallicMap;
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord9.xy = input.texcoord.xy;
output.ase_texcoord10 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord9.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
// @diogo: no fog applied in GBuffer
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
FragmentOutput frag ( PackedVaryings input
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( input.tSpace0.xyz );
float3 WorldTangent = input.tSpace1.xyz;
float3 WorldBiTangent = input.tSpace2.xyz;
#endif
float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = input.clipPosV;
float4 ScreenPos = ComputeScreenPos( input.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (WorldPosition).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float2 temp_output_11_0_g11915 = finalUV146;
float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
#ifdef _EMISSIONTOGGLE_ON
float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
#else
float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
#endif
#ifdef _METALLICMAPTOGGLE_ON
float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
#else
float staticSwitch23_g11915 = _Metallic;
#endif
#ifdef _METALLICMAPTOGGLE_ON
float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
#else
float staticSwitch22_g11915 = _Smoothness;
#endif
float3 BaseColor = temp_output_340_0.rgb;
float3 Normal = unpack3_g11915;
float3 Emission = staticSwitch13_g11915;
float3 Specular = 0.5;
float Metallic = staticSwitch23_g11915;
float Smoothness = staticSwitch22_g11915;
float Occlusion = 1;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _ShadowClip;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = input.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = input.positionCS;
inputData.shadowCoord = ShadowCoords;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
inputData.normalWS = WorldNormal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
#ifdef ASE_FOG
// @diogo: no fog applied in GBuffer
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
inputData.shadowMask );
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
inputData.probeOcclusion = input.probeOcclusion;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(input.positionCS,
BaseColor,
Specular,
inputData.normalWS,
Metallic,
Occlusion,
Smoothness);
#endif
BRDFData brdfData;
InitializeBRDFData
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
half4 color;
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = Alpha;
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SCENESELECTIONPASS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
PackedVaryings VertexFunction(Attributes input )
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord1 = screenPos;
output.ase_texcoord2.xyz = ase_positionWS;
output.ase_texcoord.xy = input.ase_texcoord.xy;
output.ase_texcoord3 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord.zw = 0;
output.ase_texcoord2.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = input.ase_texcoord1;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = input.ase_texcoord2.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
surfaceDescription.Alpha = temp_output_340_0.a;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SCENEPICKINGPASS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
PackedVaryings VertexFunction(Attributes input )
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord1 = screenPos;
output.ase_texcoord2.xyz = ase_positionWS;
output.ase_texcoord.xy = input.ase_texcoord.xy;
output.ase_texcoord3 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord.zw = 0;
output.ase_texcoord2.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
{
TessellationFactors output;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
[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")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
return VertexFunction(output);
}
#else
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
#endif
half4 frag(PackedVaryings input ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = input.ase_texcoord1;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = input.ase_texcoord2.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
surfaceDescription.Alpha = temp_output_340_0.a;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags { "LightMode"="MotionVectors" }
ColorMask RG
HLSLPROGRAM
#pragma multi_compile _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _EMISSION
#define _NORMALMAP 1
#define ASE_VERSION 19903
#define ASE_SRP_VERSION 170200
#pragma vertex vert
#pragma fragment frag
#if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
#define _SPECULAR_COLOR 1
#endif
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#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/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
struct Attributes
{
float4 positionOS : POSITION;
float3 positionOld : TEXCOORD4;
#if _ADD_PRECOMPUTED_VELOCITY
float3 alembicMotionVector : TEXCOORD5;
#endif
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 positionCSNoJitter : TEXCOORD0;
float4 previousPositionCSNoJitter : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 _InkSpreadColor;
#endif
#ifdef _ENABLEPOISON_ON
float4 _PoisonColor;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineMask_ST;
#endif
#ifdef _ENABLEADDHUE_ON
float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
float4 _SineGlowMask_ST;
#endif
#ifdef _ENABLESHINE_ON
float4 _ShineColor;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float4 _SourceGlowDissolveEdgeColor;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnEdgeColor;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float4 _EnchantedLowColor;
float4 _EnchantedHighColor;
#endif
#ifdef _ENABLEUVDISTORT_ON
float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
float4 _RecolorRGBGreenTint;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBBlueTint;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPPurpleTint;
float4 _RecolorRGBYCPBlueTint;
float4 _RecolorRGBYCPCyanTint;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPGreenTint;
float4 _RecolorRGBYCPRedTint;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
#endif
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorA;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 _RecolorRGBYCPYellowTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float4 _TextureLayer1Color;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintMask_ST;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
#ifdef _SHADERFADING_MASK
float4 _FadingMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorB;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
float4 _EmissionTint;
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 _StrongTintTint;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEFROZEN_ON
float4 _FrozenTint;
float4 _FrozenSnowColor;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageBaseColor;
#endif
#ifdef _ENABLEMETAL_ON
float4 _MetalMask_ST;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float4 _CamouflageColorA;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortion;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1ScrollSpeed;
float2 _TextureLayer1Offset;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedSpeed;
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseSpeed;
float2 _MetalNoiseScale;
#endif
#ifdef _ENABLEFLAME_ON
float2 _FlameSpeed;
float2 _FlameNoiseScale;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionSpeed;
float2 _FrozenHighlightScale;
float2 _FrozenHighlightSpeed;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightDistortionScale;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float2 _TextureLayer1Scale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadPosition;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseScale;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
float2 _BurnEdgeNoiseScale;
float2 _BurnSwirlNoiseScale;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowCenter;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLERAINBOW_ON
float2 _RainbowNoiseScale;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionScale;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseScale;
#endif
#ifdef _ENABLEMETAL_ON
float2 _MetalNoiseDistortionScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
float2 _OuterOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
float2 _InnerOutlineNoiseScale;
float2 _InnerOutlineNoiseSpeed;
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
#ifdef _ENABLEPOISON_ON
float2 _PoisonNoiseSpeed;
float2 _PoisonNoiseScale;
#endif
#ifdef _ENABLEINKSPREAD_ON
float2 _InkSpreadNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float2 _FullGlowDissolveNoiseScale;
#endif
#ifdef _ENABLESINESCALE_ON
float2 _SineScaleFactor;
#endif
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeCenter;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortNoiseScale;
float2 _UVDistortSpeed;
float2 _UVDistortTo;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 _DirectionalGlowFadeNoiseScale;
#endif
#ifdef _ENABLEUVDISTORT_ON
float2 _UVDistortFrom;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
float2 _GlitchMaskSpeed;
float2 _GlitchDistortion;
float2 _GlitchDistortionScale;
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float2 _DirectionalAlphaFadeNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionNoiseScale;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
float2 _SourceGlowDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortionScale;
float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float2 _SineRotatePivot;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
#ifdef _ENABLESINEMOVE_ON
float2 _SineMoveFrequency;
float2 _SineMoveOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
float2 _TextureLayer2Offset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScaleScale;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingOffset;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 _UVScalePivot;
#endif
#ifdef _ENABLESHADOW_ON
float2 _ShadowOffset;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2Scale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
#endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingScale;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnEdgeNoiseFactor;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeNoiseFactor;
#endif
float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
float _Metallic;
#ifdef _ENABLEBURN_ON
float _BurnFade;
#endif
float _Smoothness;
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeRotation;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowNoiseFactor;
float _RainbowSpeed;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintFade;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEBURN_ON
float _BurnInsideNoiseFactor;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenFade;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightContrast;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeNoiseFactor;
#endif
#ifdef _ENABLEALPHATINT_ON
float _AlphaTintFade;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
#ifdef _ENABLESTRONGTINT_ON
float _StrongTintContrast;
#endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Fade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowSaturation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
float _EnchantedBrightness;
float _EnchantedReduce;
float _EnchantedFade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float _FullAlphaDissolveWidth;
float _FullAlphaDissolveFade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Fade;
float _TextureLayer2Contrast;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
#endif
int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSaturation;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingDensity;
float _ShiftingSaturation;
float _ShiftingContrast;
float _ShiftingFade;
#endif
int _TextureLayer2Rows;
int _TextureLayer2Columns;
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2EdgeClip;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1EdgeClip;
#endif
int _TextureLayer1Columns;
int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
int _TextureLayer1StartFrame;
#ifdef _ENABLEFROZEN_ON
float _FrozenHighlightDensity;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowSpeed;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowBrightness;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveFade;
float _SourceGlowDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Contrast;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
float _ShineWidth;
float _ShineSmooth;
float _ShineFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonDensity;
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESHINE_ON
float _ShineSpeed;
#endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishStretch;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowContrast;
#endif
#ifdef _ENABLESQUEEZE_ON
float _SqueezeFade;
float _SqueezePower;
#endif
#ifdef _ENABLEUVDISTORT_ON
float _UVDistortFade;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchFade;
float _GlitchMaskMin;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramFade;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateFrequency;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionOffset;
float _HologramDistortionDensity;
float _HologramDistortionSpeed;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionWidth;
float _DirectionalDistortionNoiseFactor;
float _DirectionalDistortionFade;
float _DirectionalDistortionRotation;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramDistortionScale;
#endif
#ifdef _ENABLESINEROTATE_ON
float _SineRotateAngle;
float _SineRotateFade;
#endif
#ifdef _ENABLEUVROTATE_ON
float _UVRotateSpeed;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeNoiseFactor;
float _SmokeNoiseScale;
float _SmokeVertexSeed;
#endif
#ifdef _ENABLESHARPEN_ON
float _SharpenFade;
float _SharpenFactor;
float _SharpenOffset;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float _GaussianBlurFade;
float _GaussianBlurOffset;
#endif
#ifdef _ENABLEWIGGLE_ON
float _WiggleFade;
float _WiggleOffset;
float _WiggleSpeed;
float _WiggleFrequency;
#endif
#ifdef _ENABLEPIXELATE_ON
float _PixelateFade;
float _PixelatePixelsPerUnit;
float _PixelatePixelDensity;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionInvert;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeSmoothness;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float _DirectionalDistortionRandomDirection;
#endif
#ifdef _ENABLEWIND_ON
float _WindSquishWindFactor;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateFade;
float _VibrateOffset;
float _VibrateFrequency;
#endif
#ifdef _ENABLESINEMOVE_ON
float _SineMoveFade;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float _TimeRange;
float _TimeFrequency;
#endif
#ifdef _ENABLEVIBRATE_ON
float _VibrateRotation;
#endif
#ifdef _TOGGLETIMEFPS_ON
float _TimeFPS;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float _TimeValue;
#endif
#ifdef _ENABLESQUISH_ON
float _SquishSquish;
float _SquishFlip;
float _SquishFade;
#endif
#ifdef _ENABLEWORLDTILING_ON
float _WorldTilingPixelsPerUnit;
#endif
#ifdef _ENABLESCREENTILING_ON
float _ScreenTilingPixelsPerUnit;
#endif
#ifdef _TOGGLETIMESPEED_ON
float _TimeSpeed;
#endif
#ifdef _ENABLESINESCALE_ON
float _SineScaleFrequency;
#endif
float _FadingFade;
float _FadingWidth;
#ifdef _ENABLEWIND_ON
float _WindSquishFactor;
float _WindFlip;
float _WindMaxRotation;
float _WindRotation;
float _WindNoiseSpeed;
float _WindNoiseScale;
float _WindXPosition;
float _WindMaxIntensity;
float _WindMinIntensity;
float _WindRotationWindFactor;
#endif
#ifdef _SHADERFADING_SPREAD
float _FadingNoiseFactor;
#endif
float _ScreenWidthUnits;
#ifdef _SHADERSPACE_UI_GRAPHIC
float _RectHeight;
float _RectWidth;
#endif
float _PixelsPerUnit;
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
float _AlphaClip;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineWidth;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
float _Saturation;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float _OuterOutlineFade;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
float _HologramLineSpeed;
float _HologramLineFrequency;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenContrast;
#endif
#ifdef _ENABLEMETAL_ON
float _MetalFade;
float _MetalContrast;
float _MetalHighlightContrast;
float _MetalHighlightDensity;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float _CamouflageFade;
float _CamouflageContrast;
float _CamouflageSmoothnessB;
float _CamouflageDensityB;
float _CamouflageSmoothnessA;
float _CamouflageDensityA;
#endif
#ifdef _ENABLEGLITCH_ON
float _GlitchHueSpeed;
float _GlitchBrightness;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramMinAlpha;
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
float _SineGlowFade;
float _SineGlowContrast;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
float _AddHueContrast;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLERECOLORRGB_ON
float _RecolorRGBFade;
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
float _FlameSmooth;
float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
#ifdef _ENABLECHECKERBOARD_ON
float _CheckerboardTiling;
float _CheckerboardDarken;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
#ifdef _ENABLEFROZEN_ON
float _FrozenSnowDensity;
#endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
#ifdef _ENABLEHUE_ON
float _Hue;
#endif
#ifdef _ENABLEADDHUE_ON
float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
#ifdef _ENABLESHIFTHUE_ON
float _ShiftHueSpeed;
#endif
#ifdef _ENABLEINKSPREAD_ON
float _InkSpreadWidth;
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
#endif
float _InkSpreadContrast;
float _BlackTintFade;
#ifdef _ENABLEBLACKTINT_ON
float _BlackTintPower;
#endif
float _SplitToningFade;
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
float _Brightness;
float _ShadowClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
sampler2D _MainTex;
#ifdef _TOGGLEUNSCALEDTIME_ON
float UnscaledTime;
#endif
#ifdef _SHADERFADING_MASK
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
float WindNoiseScale;
float WindTime;
#endif
#ifdef _ENABLEUVDISTORT_ON
sampler2D _UVDistortMask;
#endif
#ifdef _ENABLECUSTOMFADE_ON
sampler2D _CustomFadeFadeMask;
#endif
#ifdef _ENABLERECOLORRGB_ON
sampler2D _RecolorRGBTexture;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
sampler2D _RecolorRGBYCPTexture;
#endif
#ifdef _ENABLEADDHUE_ON
sampler2D _AddHueMask;
#endif
#ifdef _ENABLESINEGLOW_ON
sampler2D _SineGlowMask;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
sampler2D _InnerOutlineTintTexture;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
sampler2D _OuterOutlineTintTexture;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
sampler2D _PixelOutlineTintTexture;
#endif
#ifdef _ENABLEMETAL_ON
sampler2D _MetalMask;
#endif
#ifdef _ENABLESHINE_ON
sampler2D _ShineMask;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
sampler2D _TextureLayer1Texture;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
sampler2D _TextureLayer2Texture;
#endif
#ifdef _ENABLEADDCOLOR_ON
sampler2D _AddColorMask;
#endif
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_g11724( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11726( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float FastNoise101_g11671( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11673( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11674( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11677( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11682( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11683( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11729( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11679( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11740( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
{
float2 size;
size.x = textureTexelSize.z;
size.y = textureTexelSize.w;
float2 pixel = float2(1.0,1.0) / size;
uvs -= pixel * float2(0.5,0.5);
float2 uv_pixels = uvs * size;
float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
float2 ddxy = fwidth(uv_pixels);
float2 mip = log2(ddxy) - 0.5;
float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
float MyCustomExpression16_g11766( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11768( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11772( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float MyCustomExpression16_g11800( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11784( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11811( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11819( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11857( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11854( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11856( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11846( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11848( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11839( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11841( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11842( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11834( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11832( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11833( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11828( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11860( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11865( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11863( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
{
Tile = fmod(Tile + 0.001, Width * Height);
float2 tileCount = float2(1, 1) / float2(Width, Height);
float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
return (UV + float2(tileX, tileY)) * tileCount;
}
float MyCustomExpression16_g11882( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11890( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11892( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11888( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11884( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11886( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g11908 = fixedUV475;
float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g11910 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
float temp_output_8_0_g11910 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
#else
float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g11911 = temp_output_8_0_g11910;
float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
#else
float2 staticSwitch6_g11910 = staticSwitch4_g11910;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g11910 = staticSwitch6_g11910;
#endif
float2 temp_output_424_0 = staticSwitch10_g11910;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
output.ase_texcoord3 = screenPos;
output.ase_texcoord4.xyz = ase_positionWS;
output.ase_texcoord2.xy = input.ase_texcoord.xy;
output.ase_texcoord5 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord2.zw = 0;
output.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = float3( staticSwitch142 , 0.0 );
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(APLICATION_SPACE_WARP_MOTION)
// We do not need jittered position in ASW
output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
output.positionCS = output.positionCSNoJitter;
#else
// Jittered. Match the frame.
output.positionCS = vertexInput.positionCS;
output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS));
#endif
float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
#if _ADD_PRECOMPUTED_VELOCITY
prevPos = prevPos - float4(input.alembicMotionVector, 0);
#endif
output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
// removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
//ApplyMotionVectorZBias( output.positionCS );
return output;
}
PackedVaryings vert ( Attributes input )
{
return VertexFunction( input );
}
half4 frag( PackedVaryings input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = input.ase_texcoord3;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = input.ase_texcoord4.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11668 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11668 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11668 = spriteRectMax377;
float2 break9_g11668 = float2( 0,0 );
float2 break8_g11668 = float2( 1,1 );
float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
float2 staticSwitch366 = appendResult15_g11668;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11670 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11671 = _WindMinIntensity;
#else
float staticSwitch117_g11671 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11671 = _WindMaxIntensity;
#else
float staticSwitch118_g11671 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11671 = _WindXPosition;
#else
float staticSwitch111_g11671 = transform62_g11671.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11671 = _WindNoiseScale;
#else
float staticSwitch113_g11671 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11667 = _TimeValue;
#else
float staticSwitch44_g11667 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11667 = UnscaledTime;
#else
float staticSwitch34_g11667 = staticSwitch44_g11667;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
#else
float staticSwitch37_g11667 = staticSwitch34_g11667;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11667 = staticSwitch37_g11667;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11667 = staticSwitch38_g11667;
#endif
float shaderTime237 = staticSwitch42_g11667;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11671 = WindTime;
#endif
float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
float x101_g11671 = temp_output_50_0_g11671;
float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11671 = simplePerlin2D121_g11671;
#else
float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
#endif
float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11669 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11669 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11669 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11669;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11670;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11675 = shaderPosition235;
float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11675 = rotatedValue136_g11675;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11680 = unity_OrthoParams.y;
float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
#ifdef _ENABLESQUEEZE_ON
float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
float2 staticSwitch7_g11730 = staticSwitch5_g11730;
#endif
#ifdef _ENABLESINEROTATE_ON
float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11725 = shaderPosition235;
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
float staticSwitch139 = clampResult14_g11723;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11725;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch145 = temp_output_484_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch145 = lerpResult130;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch145 = lerpResult130;
#else
float2 staticSwitch145 = temp_output_484_0;
#endif
#ifdef _TILINGFIX_ON
float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
#else
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11742 = staticSwitch485;
float2 break11_g11742 = float2( 0,0 );
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
float2 uvs3_g11745 = temp_output_1_0_g11744;
float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
#else
float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
float temp_output_2_0_g11756 = temp_output_10_0_g11746;
float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
float temp_output_2_0_g11747 = temp_output_10_0_g11746;
float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
float temp_output_2_0_g11753 = temp_output_10_0_g11746;
float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
float temp_output_2_0_g11750 = temp_output_10_0_g11746;
float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
#else
float4 staticSwitch3_g11744 = staticSwitch8_g11744;
#endif
#ifdef _ENABLESHARPEN_ON
float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
float temp_output_2_0_g11760 = _SharpenOffset;
float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
float4 staticSwitch12_g11744 = appendResult24_g11759;
#else
float4 staticSwitch12_g11744 = staticSwitch3_g11744;
#endif
float4 temp_output_471_0 = staticSwitch12_g11744;
#ifdef _VERTEXTINTFIRST_ON
float4 temp_output_1_0_g11763 = temp_output_471_0;
float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
float4 staticSwitch354 = appendResult8_g11763;
#else
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g11764 = originalColor191;
float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
float2 temp_output_7_0_g11764 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
float4 staticSwitch2_g11764 = appendResult31_g11765;
#else
float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g11764 = appendResult13_g11767;
#else
float4 staticSwitch3_g11764 = staticSwitch2_g11764;
#endif
float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
float4 staticSwitch2_g11769 = appendResult42_g11770;
#else
float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g11771 = finalUV146;
float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
#else
float4 staticSwitch6_g11769 = staticSwitch2_g11769;
#endif
float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
float2 temp_output_1_0_g11773 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch81_g11805 = appendResult91_g11805;
#endif
float3 break82_g11805 = (staticSwitch81_g11805).xyz;
float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
float4 break2_g11806 = temp_output_1_0_g11805;
float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
float4 staticSwitch43_g11773 = appendResult30_g11805;
#else
float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
#else
float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
#endif
float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.8333333 )
ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.6666667 )
ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g11803 = ifLocalVar46_g11803;
float4 ifLocalVar47_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.3333333 )
ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g11803 = 0;
if( temp_output_43_0_g11803 <= 0.1666667 )
ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g11803 = ifLocalVar47_g11803;
float4 ifLocalVar35_g11803 = 0;
if( temp_output_43_0_g11803 >= 0.5 )
ifLocalVar35_g11803 = ifLocalVar44_g11803;
else
ifLocalVar35_g11803 = ifLocalVar45_g11803;
float4 break55_g11803 = ifLocalVar35_g11803;
float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
float4 break2_g11804 = temp_output_1_0_g11803;
float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
float4 staticSwitch9_g11773 = appendResult30_g11803;
#else
float4 staticSwitch9_g11773 = staticSwitch43_g11773;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
float3 In115_g11777 = temp_output_2_0_g11777;
float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
float4 break2_g11778 = temp_output_1_0_g11777;
float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g11777 = _ColorReplaceSmoothness;
float Range115_g11777 = _ColorReplaceRange;
float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
float4 staticSwitch29_g11773 = appendResult4_g11777;
#else
float4 staticSwitch29_g11773 = staticSwitch9_g11773;
#endif
float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
float4 staticSwitch4_g11790 = appendResult8_g11790;
#else
float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
#endif
float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
float4 staticSwitch32_g11773 = appendResult4_g11813;
#else
float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
float4 staticSwitch33_g11773 = appendResult6_g11788;
#else
float4 staticSwitch33_g11773 = staticSwitch32_g11773;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
float4 staticSwitch36_g11773 = appendResult8_g11789;
#else
float4 staticSwitch36_g11773 = staticSwitch33_g11773;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
float4 break2_g11808 = temp_output_1_0_g11807;
float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
float4 staticSwitch30_g11773 = appendResult18_g11807;
#else
float4 staticSwitch30_g11773 = staticSwitch36_g11773;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
float4 break12_g11785 = temp_output_1_0_g11785;
float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
float4 staticSwitch20_g11773 = appendResult11_g11785;
#else
float4 staticSwitch20_g11773 = staticSwitch30_g11773;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
float4 break2_g11801 = temp_output_1_0_g11799;
float2 temp_output_65_0_g11799 = shaderPosition235;
float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
float4 staticSwitch17_g11773 = appendResult9_g11799;
#else
float4 staticSwitch17_g11773 = staticSwitch20_g11773;
#endif
float temp_output_39_0_g11773 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
float4 staticSwitch19_g11773 = appendResult6_g11791;
#else
float4 staticSwitch19_g11773 = staticSwitch17_g11773;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
float4 break2_g11797 = temp_output_1_0_g11795;
float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
#else
float staticSwitch33_g11795 = _AddHueFade;
#endif
float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
float4 staticSwitch23_g11773 = appendResult6_g11795;
#else
float4 staticSwitch23_g11773 = staticSwitch19_g11773;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
float4 break2_g11793 = temp_output_1_0_g11792;
float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
#else
float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
#endif
float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
float4 staticSwitch28_g11773 = appendResult21_g11792;
#else
float4 staticSwitch28_g11773 = staticSwitch23_g11773;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
float4 break2_g11781 = temp_output_1_0_g11780;
float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
float4 staticSwitch38_g11773 = appendResult8_g11780;
#else
float4 staticSwitch38_g11773 = staticSwitch28_g11773;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
float temp_output_179_0_g11782 = temp_output_39_0_g11773;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
#else
float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
#endif
float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g11782 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
#else
float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
#endif
float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
float4 staticSwitch12_g11773 = appendResult177_g11782;
#else
float4 staticSwitch12_g11773 = staticSwitch38_g11773;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
float temp_output_186_0_g11810 = temp_output_39_0_g11773;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
#else
float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
#endif
float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11810 = 1.0;
#else
float staticSwitch203_g11810 = temp_output_182_0_g11810;
#endif
float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g11810 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
#else
float staticSwitch200_g11810 = lerpResult168_g11810;
#endif
float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
float4 staticSwitch13_g11773 = appendResult174_g11810;
#else
float4 staticSwitch13_g11773 = staticSwitch12_g11773;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
#else
float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
#endif
float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g11787 = 1.0;
#else
float staticSwitch203_g11787 = temp_output_182_0_g11787;
#endif
float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
#else
float staticSwitch200_g11787 = lerpResult168_g11787;
#endif
float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
float4 staticSwitch48_g11773 = appendResult174_g11787;
#else
float4 staticSwitch48_g11773 = staticSwitch13_g11773;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
float4 break2_g11775 = temp_output_5_0_g11774;
float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
float4 staticSwitch46_g11773 = appendResult12_g11774;
#else
float4 staticSwitch46_g11773 = staticSwitch48_g11773;
#endif
float4 temp_output_361_0 = staticSwitch46_g11773;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g11815 = temp_output_361_0;
float4 break2_g11816 = temp_output_1_0_g11815;
float temp_output_44_0_g11815 = unity_OrthoParams.y;
float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g11815;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g11818 = staticSwitch56;
float4 break2_g11820 = temp_output_1_0_g11818;
float temp_output_34_0_g11818 = shaderTime237;
float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
float4 staticSwitch57 = appendResult27_g11818;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g11822 = staticSwitch57;
float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
float2 temp_output_41_0_g11822 = shaderPosition235;
float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
float temp_output_40_0_g11822 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
#else
float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
#endif
float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
float4 break2_g11855 = temp_output_1_0_g11852;
float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
float4 staticSwitch26_g11822 = appendResult7_g11852;
#else
float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
float temp_output_59_0_g11845 = temp_output_40_0_g11822;
float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
float4 break2_g11847 = temp_output_1_0_g11845;
float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
#else
float staticSwitch60_g11845 = _MetalFade;
#endif
float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
float4 staticSwitch28_g11822 = appendResult8_g11845;
#else
float4 staticSwitch28_g11822 = staticSwitch26_g11822;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
float4 break2_g11838 = temp_output_1_0_g11837;
float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
float temp_output_73_0_g11837 = temp_output_40_0_g11822;
float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
float4 staticSwitch29_g11822 = appendResult26_g11837;
#else
float4 staticSwitch29_g11822 = staticSwitch28_g11822;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
float4 staticSwitch32_g11822 = appendResult43_g11831;
#else
float4 staticSwitch32_g11822 = staticSwitch29_g11822;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
float4 break2_g11829 = temp_output_1_0_g11827;
float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
float4 staticSwitch34_g11822 = appendResult29_g11827;
#else
float4 staticSwitch34_g11822 = staticSwitch32_g11822;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
float4 break2_g11825 = temp_output_1_0_g11823;
float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
#else
float staticSwitch98_g11823 = _ShineFade;
#endif
float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
float4 staticSwitch36_g11822 = appendResult8_g11823;
#else
float4 staticSwitch36_g11822 = staticSwitch34_g11822;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g11858 = temp_output_40_0_g11822;
float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
float4 staticSwitch39_g11822 = appendResult27_g11858;
#else
float4 staticSwitch39_g11822 = staticSwitch36_g11822;
#endif
float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
float temp_output_1_0_g11862 = temp_output_40_0_g11822;
float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
#else
float3 staticSwitch50_g11862 = lerpResult42_g11862;
#endif
float4 break2_g11864 = temp_output_10_0_g11862;
float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g11862 = lerpResult44_g11862;
#else
float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
#endif
float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
float4 staticSwitch11_g11862 = appendResult19_g11862;
#else
float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
#endif
float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
#ifdef _ENABLESHIFTING_ON
float4 break5_g11867 = temp_output_1_0_g11867;
float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
float4 break2_g11868 = temp_output_1_0_g11867;
float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
#else
float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
#endif
float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
float4 staticSwitch33_g11867 = appendResult6_g11867;
#else
float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
#endif
float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g11874 = temp_output_5_0_g11874;
float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
float temp_output_27_0_g11874 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
#else
float2 staticSwitch73_g11874 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11875 = _TextureLayer1Columns;
int Height10_g11875 = _TextureLayer1Rows;
float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g11875 = float2( 0,1 );
float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
#else
float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
#endif
float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
float4 break2_g11876 = temp_output_5_0_g11874;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
#else
float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
#endif
float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
float4 staticSwitch15_g11874 = appendResult14_g11874;
#else
float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
#endif
float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g11870 = temp_output_5_0_g11870;
float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
float temp_output_27_0_g11870 = temp_output_40_0_g11822;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
#else
float2 staticSwitch73_g11870 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g11871 = _TextureLayer2Columns;
int Height10_g11871 = _TextureLayer2Rows;
float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g11871 = float2( 0,1 );
float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
#else
float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
#endif
float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
float4 break2_g11872 = temp_output_5_0_g11870;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
#else
float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
#endif
float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
float4 staticSwitch15_g11870 = appendResult14_g11870;
#else
float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
#endif
float4 temp_output_473_0 = staticSwitch15_g11870;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g11878 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g11878;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g11879 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g11879;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g11880 = staticSwitch75;
float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g11880 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
float4 staticSwitch3_g11880 = appendResult3_g11881;
#else
float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
float4 staticSwitch5_g11880 = appendResult3_g11889;
#else
float4 staticSwitch5_g11880 = staticSwitch3_g11880;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
float4 staticSwitch8_g11880 = appendResult3_g11891;
#else
float4 staticSwitch8_g11880 = staticSwitch5_g11880;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
float4 staticSwitch9_g11880 = appendResult3_g11887;
#else
float4 staticSwitch9_g11880 = staticSwitch8_g11880;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11883 = rotatedValue136_g11883;
float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
float4 staticSwitch11_g11880 = appendResult3_g11883;
#else
float4 staticSwitch11_g11880 = staticSwitch9_g11880;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
float3 break130_g11885 = rotatedValue136_g11885;
float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
float4 staticSwitch15_g11880 = appendResult3_g11885;
#else
float4 staticSwitch15_g11880 = staticSwitch11_g11880;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
float4 staticSwitch13_g11880 = appendResult3_g11893;
#else
float4 staticSwitch13_g11880 = staticSwitch15_g11880;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
#else
float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
#endif
float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
float4 break2_g11898 = temp_output_1_0_g11896;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g11896 = staticSwitch16_g11896;
#endif
float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
float4 staticSwitch5_g11895 = appendResult6_g11896;
#else
float4 staticSwitch5_g11895 = staticSwitch13_g11880;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
float4 staticSwitch11_g11895 = appendResult13_g11899;
#else
float4 staticSwitch11_g11895 = staticSwitch5_g11895;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
#else
float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
#endif
float4 break2_g11902 = temp_output_1_0_g11900;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
#else
float3 staticSwitch22_g11900 = staticSwitch21_g11900;
#endif
float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
float4 staticSwitch7_g11895 = appendResult9_g11900;
#else
float4 staticSwitch7_g11895 = staticSwitch11_g11895;
#endif
float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
#ifdef _ENABLESHADOW_ON
float4 break4_g11905 = temp_output_2_0_g11903;
float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
float4 break6_g11905 = appendResult85_g11903;
float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
float4 staticSwitch82_g11903 = appendResult18_g11905;
#else
float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
#endif
float4 break4_g11906 = staticSwitch82_g11903;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g11764 = 1.0;
#else
float staticSwitch8_g11764 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g11764 = 1.0;
#else
float staticSwitch9_g11764 = staticSwitch8_g11764;
#endif
float customVertexAlpha193 = staticSwitch9_g11764;
float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g11906;
float4 temp_output_1_0_g11907 = temp_output_344_0;
float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g11907;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
float4 staticSwitch143 = staticSwitch342;
#elif defined( _SHADERFADING_FULL )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_MASK )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_DISSOLVE )
float4 staticSwitch143 = lerpResult125;
#elif defined( _SHADERFADING_SPREAD )
float4 staticSwitch143 = lerpResult125;
#else
float4 staticSwitch143 = staticSwitch342;
#endif
float4 temp_output_7_0_g11914 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
float4 staticSwitch6_g11914 = appendResult2_g11914;
#else
float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
#endif
float4 temp_output_340_0 = staticSwitch6_g11914;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
#if defined(APLICATION_SPACE_WARP_MOTION)
return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
#else
return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
#endif
}
ENDHLSL
}
}
CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
/*ASEBEGIN
Version=19903
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4535.53,1746.504;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;30;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;228;4626.359,2471.966;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-1990.589,-315.832;Inherit;False;_UberSample;580;;11744;1028d755b36e2b04da25c3b882a2e2ec;0;2;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-1686.027,-106.7738;Inherit;False;ColorMultiply;-1;;11763;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;3093.581,1032.267;Inherit;False;Property;_PixelPerfectSpace;Pixel Perfect Space;15;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;3148.675,1260.326;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;463;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;1530.016,-2640.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;1537.252,-2554.561;Inherit;False;hologramFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1547.656,-2458.612;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;1562.277,-2362.367;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1246.533,-755.1426;Inherit;False;glitchFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;1243.538,-600.6849;Inherit;False;glitchPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;3995.099,1279.389;Inherit;False;Property;_FadingFade;Fading: Fade;29;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;4905.316,1828.167;Inherit;False;_UberDissolveFade;-1;;11723;cb957eb9b67f4f243aa8ba0547208263;0;5;21;FLOAT2;0,0;False;1;FLOAT;0;False;16;SAMPLER2D;0;False;18;FLOAT2;0,0;False;20;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;231;4899.456,2440.854;Inherit;False;_UberSpreadFade;-1;;11725;777ca8ab10170fb48b24b7cd1c44f075;0;7;27;FLOAT2;0,0;False;22;FLOAT;0;False;18;SAMPLER2D;0;False;25;FLOAT2;0,0;False;23;FLOAT2;0,0;False;21;FLOAT;0;False;26;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;5091.561,1459.408;Inherit;False;ShaderMasker;-1;;11727;3d25b55dbfdd24f48b9bd371bdde0e97;0;2;1;FLOAT;0;False;2;SAMPLER2D;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-1350.718,-125.6577;Inherit;False;Property;_Keyword0;Keyword 0;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;342;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;2716.61,1541.034;Inherit;False;ShaderTime;35;;11667;06a15e67904f217499045f361bad56e7;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;439;3389.449,1182.896;Inherit;False;ShaderSpace;22;;11669;be729ef05db9c224caec82a3516038dc;0;2;61;FLOAT2;0,0;False;3;SAMPLER2D;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;1602.103,-2721.81;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;217;;11680;7c71b1b031ffcbe48805e17b94671163;0;7;77;FLOAT;0;False;55;FLOAT;0;False;76;SAMPLER2D;;False;37;FLOAT2;0,0;False;39;SAMPLER2D;;False;81;FLOAT;0;False;79;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;2394.016,-2741.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2375.652,-2434.015;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;2413.1,-2367.982;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;2400.558,-2511.178;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;5964.391,1365.661;Inherit;False;Property;_ShaderFading;Shader Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;5;None;Full;Mask;Dissolve;Spread;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-977.8615,164.14;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;208;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;236;;11728;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;591;;11764;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;223;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;2972.016,-2323.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;2993.115,-2238.526;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;3305.944,-1988.403;Inherit;False;123;fullFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;3266.866,-2134.612;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;486;4222.693,-2046.305;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;381;5159.958,-1852.951;Inherit;False;377;spriteRectMax;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;5166.152,-1941.533;Inherit;False;376;spriteRectMin;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;565;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;481;;11730;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11742;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;74;;11773;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;210;;11815;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;208;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;973.7388,-316.5438;Inherit;False;_Glitch;230;;11818;97a01281f94bcc04fbb9a7c1cd328f08;0;5;34;FLOAT;0;False;31;FLOAT2;0,0;False;33;SAMPLER2D;;False;29;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;250.219,-2894.672;Inherit;False;fullDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;6361.842,-2067.504;Inherit;False;460;originalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;6307.805,-1976.09;Inherit;False;450;uvAfterPixelArt;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;223;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1853.428,-195.4143;Inherit;False;164;fullDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;6618.802,-2035.91;Inherit;False;_PixelArtUV_2;-1;;11743;4b65626ba2313ca40a96813b19044794;0;4;21;FLOAT2;0,0;False;17;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;1656.25,-345.9998;Inherit;False;_UberEffect;241;;11822;93c7a07f758a0814998210619e8ad1cb;0;4;40;FLOAT;0;False;41;FLOAT2;0,0;False;3;COLOR;0,0,0,0;False;37;SAMPLER2D;0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;2104.106,-267.8359;Inherit;False;AlphaMultiply;-1;;11878;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2616.17,-223.2014;Inherit;False;167;directionalDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;427;7006.263,-2158.381;Inherit;False;Property;_PixelPerfectUV;Pixel Perfect UV;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;475;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;3014.405,-219.2272;Inherit;False;AlphaMultiply;-1;;11879;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;7280.32,-2157.36;Inherit;False;finalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;463;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;249;3627.646,-39.2937;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;3611.012,-138.045;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;479;3931.587,-267.0083;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;480;3955.587,-349.0083;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;248;3912.165,-179.9706;Inherit;False;_UberFading;404;;11880;f8f5d1f402d6b694f9c47ef65b4ae91d;0;3;18;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;17;SAMPLER2D;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;193;-400.3044,37.52343;Inherit;False;customVertexAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;478;4200.417,-206.2577;Inherit;False;_UberColorFinal;47;;11895;6ac57aba23ea6404ba71b6806ea93971;0;3;14;FLOAT2;0,0;False;15;SAMPLER2D;;False;3;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4178.044,-19.14569;Inherit;False;193;customVertexAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;4610.214,-299.2399;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;344;4548.086,-90.46628;Inherit;False;AlphaMultiply;-1;;11906;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;194;4622.439,201.8054;Inherit;False;191;originalColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;353;4889.3,-222.093;Inherit;False;ColorMultiply;-1;;11907;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;476;3958.333,566.3407;Inherit;False;475;fixedUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;195;4877.096,136.7432;Inherit;False;TintVertex;-1;;11909;b0b94dd27c0f3da49a89feecae766dcc;0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;4962.062,258.7927;Inherit;False;123;fullFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;200;3977.696,393.365;Inherit;False;Constant;_ZeroVector;Zero Vector;67;0;Create;True;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;199;4171.966,521.7499;Inherit;False;_Squish;560;;11908;6d6a73cc3433bad4186f7028cad3d98c;0;2;82;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;5134.784,-128.8904;Inherit;False;Property;_VertexTintFirst;Vertex Tint First;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;5403.405,74.92608;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;198;4453.426,400.9801;Inherit;False;Property;_EnableSquish;Enable Squish;559;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;251;4509.569,562.3449;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;5663.995,-69.69315;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;4826.724,532.0556;Inherit;False;123;fullFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;424;4759.72,401.6135;Inherit;False;_UberTransformOffset;526;;11910;ee5e9e731457b2342bdb306bdb8d2401;0;2;8;FLOAT;0;False;2;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;6010.595,-19.64009;Inherit;False;BakingHandler;20;;11914;f63dfe0dc7c747c43b593d357b168fa0;0;1;7;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;5091.355,506.223;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;500;5991.064,398.0179;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.BreakToComponentsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;497;6281.262,104.0129;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;5362.269,308.0164;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;187;489.4036,-2756.916;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;501;6192,336;Inherit;False;_3DLitStuff;3;;11915;a67b30a19d14d0c498b219c7041d411f;0;1;11;FLOAT2;0,0;False;4;FLOAT3;21;FLOAT;9;FLOAT;10;FLOAT3;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;521;6448,-80;Inherit;False;Property;_IgnoreShadowsToggle;Ignore Shadows Toggle;13;0;Create;True;0;0;0;True;0;False;0;0;0;True;_RECEIVE_SHADOWS_OFF;Toggle;2;Key0;Key1;Create;True;False;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;503;6416,240;Inherit;False;Property;_ShadowClip;Shadow Clip;1;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;6416,128;Inherit;False;Property;_AlphaClip;Alpha Clip;2;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;510;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
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