// © 2022 EasyRoads3D
// This is a standard road shader  
// Standard 3D Project Usage: Set Material Render Queue to AlphaTest 2450 
Shader "EasyRoads3D/ER Road"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[Space]
		[Header(Main Maps)]
		[Space]
		_MainTex("Albedo", 2D) = "white" {}
		_Color("Color", Color) = (1,1,1,1)
		_Metallic("Metallic (R) AO (G) Smoothness (A)", 2D) = "gray" {}
		_MainMetallicPower("Metallic Power", Range(0 , 2)) = 0
		_MainSmoothnessPower("Smoothness Power", Range(0 , 2)) = 1
		_OcclusionStrength("Ambient Occlusion Power", Range(0 , 2)) = 1
		_BumpMap("Normal Map", 2D) = "bump" {}
		_BumpScale("Normal Map Scale", Range(0 , 4)) = 1
		[Space]
		[Header(Terrain Z Fighting Offset)]
		[Space]
		_OffsetFactor("Offset Factor", Range(-10.0,0.0)) = -1
			_OffsetUnit("Offset Unit", Range(-10.0,0.0)) = -1
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

		[HideInInspector] _RenderQueueType("Render Queue Type", Float) = 5
		[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector][ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
		[HideInInspector] _StencilRef("Stencil Ref", Int) = 0 // StencilUsage.Clear
		[HideInInspector] _StencilWriteMask("Stencil Write Mask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
		[HideInInspector] _StencilRefDepth("Stencil Ref Depth", Int) = 0 // Nothing
		[HideInInspector] _StencilWriteMaskDepth("Stencil Write Mask Depth", Int) = 8 // StencilUsage.TraceReflectionRay
		[HideInInspector] _StencilRefMV("Stencil Ref MV", Int) = 32 // StencilUsage.ObjectMotionVector
		[HideInInspector] _StencilWriteMaskMV("Stencil Write Mask MV", Int) = 32 // StencilUsage.ObjectMotionVector
		[HideInInspector] _StencilRefDistortionVec("Stencil Ref Distortion Vec", Int) = 4 				// DEPRECATED
		[HideInInspector] _StencilWriteMaskDistortionVec("Stencil Write Mask Distortion Vec", Int) = 4	// DEPRECATED
		[HideInInspector] _StencilWriteMaskGBuffer("Stencil Write Mask GBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
		[HideInInspector] _StencilRefGBuffer("Stencil Ref GBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
		[HideInInspector] _ZTestGBuffer("ZTest GBuffer", Int) = 4
		[HideInInspector][ToggleUI] _RequireSplitLighting("Require Split Lighting", Float) = 0
		[HideInInspector][ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1
		[HideInInspector][ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0
		[HideInInspector] _SurfaceType("Surface Type", Float) = 1
		[HideInInspector] _BlendMode("Blend Mode", Float) = 0
		[HideInInspector] _SrcBlend("Src Blend", Float) = 1
		[HideInInspector] _DstBlend("Dst Blend", Float) = 0
		[HideInInspector] _AlphaSrcBlend("Alpha Src Blend", Float) = 1
		[HideInInspector] _AlphaDstBlend("Alpha Dst Blend", Float) = 0
		[HideInInspector][ToggleUI] _ZWrite("ZWrite", Float) = 0
		[HideInInspector][ToggleUI] _TransparentZWrite("Transparent ZWrite", Float) = 0
		[HideInInspector] _CullMode("Cull Mode", Float) = 2
		[HideInInspector] _TransparentSortPriority("Transparent Sort Priority", Float) = 0
		[HideInInspector][ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1
		[HideInInspector] _CullModeForward("Cull Mode Forward", Float) = 2 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
		[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("Transparent Cull Mode", Int) = 2 // Back culling by default
		[HideInInspector] _ZTestDepthEqualForOpaque("ZTest Depth Equal For Opaque", Int) = 4 // Less equal
		[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("ZTest Transparent", Int) = 4// Less equal
		[HideInInspector][ToggleUI] _TransparentBackfaceEnable("Transparent Backface Enable", Float) = 0
		[HideInInspector][ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0
		[HideInInspector][ToggleUI] _UseShadowThreshold("Use Shadow Threshold", Float) = 0
		[HideInInspector][ToggleUI] _DoubleSidedEnable("Double Sided Enable", Float) = 0
		[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double Sided Normal Mode", Float) = 2
		[HideInInspector] _DoubleSidedConstants("DoubleSidedConstants", Vector) = (1,1,-1,0)

		//_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][ToggleUI] _TransparentWritingMotionVec("Transparent Writing MotionVec", Float) = 0
		[HideInInspector][Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("Opaque Cull Mode", Int) = 2 // Back culling by default
		[HideInInspector][ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1
		[HideInInspector] _EmissionColor("Color", Color) = (1, 1, 1)

		[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}

		[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode("Double sided GI mode", Float) = 0 //DoubleSidedGIMode added in api 12x and higher

		[HideInInspector][ToggleUI] _AlphaToMaskInspectorValue("_AlphaToMaskInspectorValue", Float) = 0 // Property used to save the alpha to mask state in the inspector
        [HideInInspector][ToggleUI] _AlphaToMask("__alphaToMask", Float) = 0
	}

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
		HLSLINCLUDE
		#pragma target 4.5
		#pragma exclude_renderers glcore gles gles3 ps4 ps5 

		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"

		struct GlobalSurfaceDescription // GBuffer Forward META TransparentBackface
		{
			float3 BaseColor;
			float3 Normal;
			float3 BentNormal;
			float3 Specular;
			float CoatMask;
			float Metallic;
			float3 Emission;
			float Smoothness;
			float Occlusion;
			float Alpha;
			float AlphaClipThreshold;
			float AlphaClipThresholdShadow;
			float AlphaClipThresholdDepthPrepass;
			float AlphaClipThresholdDepthPostpass;
			float SpecularAAScreenSpaceVariance;
			float SpecularAAThreshold;
			float SpecularOcclusion;
			float DepthOffset;
			//Refraction
			float RefractionIndex;
			float3 RefractionColor;
			float RefractionDistance;
			//SSS/Translucent
			float DiffusionProfile;
			float TransmissionMask;
			// Transmission + Diffusion Profile
			float Thickness;
			float SubsurfaceMask;
			//Anisotropy
			float Anisotropy;
			float3 Tangent;
			//Iridescent
			float IridescenceMask;
			float IridescenceThickness;
			//BakedGI
			float3 BakedGI;
			float3 BakedBackGI;
			//Virtual Texturing
			float4 VTPackedFeedback;
		};

		struct AlphaSurfaceDescription // ShadowCaster
		{
			float Alpha;
			float AlphaClipThreshold;
			float AlphaClipThresholdShadow;
			float DepthOffset;
		};

		struct SceneSurfaceDescription // SceneSelection
		{
			float Alpha;
			float AlphaClipThreshold;
			float DepthOffset;
		};

		struct PrePassSurfaceDescription // DepthPrePass
		{
			float3 Normal;
			float Smoothness;
			float Alpha;
			float AlphaClipThresholdDepthPrepass;
			float DepthOffset;
		};

		struct PostPassSurfaceDescription //DepthPostPass
		{
			float Alpha;
			float AlphaClipThresholdDepthPostpass;
			float DepthOffset;
		};

		struct SmoothSurfaceDescription // MotionVectors DepthOnly
		{
			float3 Normal;
			float Smoothness;
			float Alpha;
			float AlphaClipThreshold;
			float DepthOffset;
		};

		#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 DistanceFromPlaneASE (float3 pos, float4 plane)
		{
			return dot (float4(pos,1.0f), plane);
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlaneASE(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlaneASE(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlaneASE(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlaneASE(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlaneASE(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 "GBuffer"
			Tags { "LightMode"="GBuffer" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull [_ZWrite]
			ZTest [_StencilRefGBuffer]

			Stencil
			{
				Ref [_StencilWriteMaskGBuffer]
				WriteMask [_StencilWriteMaskDistortionVec]
				Comp Always
				Pass Replace
				Fail Keep
				ZFail Keep
			}


			ColorMask [_LightLayersMaskBuffer4] 4
			ColorMask [_LightLayersMaskBuffer5] 5

			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
            #pragma multi_compile_fragment _ LIGHT_LAYERS
			#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
			#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_GBUFFER

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

		    // Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_Metallic);
			SAMPLER(sampler_Metallic);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				float4 uv1 : TEXCOORD3;
				float4 uv2 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};


			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.baseColor =					surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =			surfaceDescription.Occlusion;
				surfaceData.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =			surfaceDescription.SpecularOcclusion;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.subsurfaceMask =			surfaceDescription.SubsurfaceMask;
				#endif
				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceData.thickness =					surfaceDescription.Thickness;
				#endif
				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceData.diffusionProfileHash =		asuint(surfaceDescription.DiffusionProfile);
				surfaceData.transmissionMask =			surfaceDescription.TransmissionMask;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;

				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
				#endif
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				#endif

				#ifdef _ALPHATEST_ON
				builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

				#ifdef UNITY_VIRTUAL_TEXTURING
                builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
                #endif

				#ifdef ASE_BAKEDGI
				builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
				#endif

				#ifdef ASE_BAKEDBACKGI
				builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
				#endif

				builtinData.emissiveColor = surfaceDescription.Emission;

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				outputPackedVaryingsMeshToPS.ase_texcoord5.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord5.zw = 0;

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

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

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
				outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2;
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput,
						OUTPUT_GBUFFER(outGBuffer)
						#ifdef _DEPTHOFFSET_ON
						, out float outputDepth : SV_Depth
						#endif
						
						)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				float4 tangentWS = packedInput.tangentWS.xyzw;

				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.uv1.xyzw;
				input.texCoord2 = packedInput.uv2.xyzw;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
				SurfaceData surfaceData;
				BuiltinData builtinData;

				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord5.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				float2 texCoord26 = packedInput.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
				float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale );
				unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) );
				
				float2 uv_Metallic = packedInput.ase_texcoord5.xy * _Metallic_ST.xy + _Metallic_ST.zw;
				float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic );
				
				surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb;
				surfaceDescription.Normal = unpack5;
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower );

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = 0;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower );
				surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength );
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ALPHATEST_SHADOW_ON
				surfaceDescription.AlphaClipThresholdShadow = 0.5;
				#endif

				surfaceDescription.AlphaClipThresholdDepthPrepass = 0.5;
				surfaceDescription.AlphaClipThresholdDepthPostpass = 0.5;

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 0;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.TransmissionMask = 1;
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = 0;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = 0;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

				#ifdef UNITY_VIRTUAL_TEXTURING
				surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
				#endif

				GetSurfaceAndBuiltinData( surfaceDescription, input, V, posInput, surfaceData, builtinData );
				ENCODE_INTO_GBUFFER( surfaceData, builtinData, posInput.positionSS, outGBuffer );
				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "META"
			Tags { "LightMode"="Meta" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull Off

			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma shader_feature _ EDITOR_VISUALIZATION

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_Metallic);
			SAMPLER(sampler_Metallic);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 uv3 : TEXCOORD3;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				#ifdef EDITOR_VISUALIZATION
				float2 VizUV : TEXCOORD0;
				float4 LightCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.baseColor =					surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =			surfaceDescription.Occlusion;
				surfaceData.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =			surfaceDescription.SpecularOcclusion;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.subsurfaceMask =			surfaceDescription.SubsurfaceMask;
				#endif
				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceData.thickness = 				surfaceDescription.Thickness;
				#endif
				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceData.diffusionProfileHash =		asuint(surfaceDescription.DiffusionProfile);
				surfaceData.transmissionMask =			surfaceDescription.TransmissionMask;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif

				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;

				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
				#endif
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				builtinData.emissiveColor = surfaceDescription.Emission;

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			#if SHADERPASS == SHADERPASS_LIGHT_TRANSPORT
			#define SCENEPICKINGPASS
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
			#endif

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/MetaPass.hlsl"

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh  )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);

				outputPackedVaryingsMeshToPS.ase_texcoord2.xy = inputMesh.uv0.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord2.zw = 0;

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

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

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				outputPackedVaryingsMeshToPS.positionCS = UnityMetaVertexPosition(inputMesh.positionOS, inputMesh.uv1.xy, inputMesh.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);


				#ifdef EDITOR_VISUALIZATION
					float2 vizUV = 0;
					float4 lightCoord = 0;
					UnityEditorVizData(inputMesh.positionOS.xyz, inputMesh.uv0.xy, inputMesh.uv1.xy, inputMesh.uv2.xy, vizUV, lightCoord);

					outputPackedVaryingsMeshToPS.VizUV.xy = vizUV;
					outputPackedVaryingsMeshToPS.LightCoord = lightCoord;
				#endif

				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv0 : TEXCOORD0;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				float4 uv3 : TEXCOORD3;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv0 = v.uv0;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				o.uv3 = v.uv3;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv0 = patch[0].uv0 * bary.x + patch[1].uv0 * bary.y + patch[2].uv0 * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				o.uv3 = patch[0].uv3 * bary.x + patch[1].uv3 * bary.y + patch[2].uv3 * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

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

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

				PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
				float3 V = float3(1.0, 1.0, 1.0);

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				float2 texCoord26 = packedInput.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
				float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale );
				unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) );
				
				float2 uv_Metallic = packedInput.ase_texcoord2.xy * _Metallic_ST.xy + _Metallic_ST.zw;
				float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic );
				
				surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb;
				surfaceDescription.Normal = unpack5;
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower );

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = 0;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower );
				surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength );
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 1;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.TransmissionMask = 1;
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

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

				BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
				LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);

				float4 res = float4( 0.0, 0.0, 0.0, 1.0 );
				UnityMetaInput metaInput;
				metaInput.Albedo = lightTransportData.diffuseColor.rgb;
				metaInput.Emission = lightTransportData.emissiveColor;

			#ifdef EDITOR_VISUALIZATION
				metaInput.VizUV = packedInput.VizUV;
				metaInput.LightCoord = packedInput.LightCoord;
			#endif
				res = UnityMetaFragment(metaInput);

				return res;
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "ShadowCaster"
			Tags { "LightMode"="ShadowCaster" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull [_CullMode]
			ZWrite On
			ZClip [_ZClip]
			ZTest LEqual
			ColorMask 0

			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			//#define USE_LEGACY_UNITY_MATRIX_VARIABLES

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_SHADOWS

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
			#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout AlphaSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(AlphaSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				#ifdef _ALPHATEST_SHADOW_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThresholdShadow );
				#else
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;

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

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

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput
						#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
						, out float4 outColor : SV_Target0
						#else
							#ifdef WRITE_MSAA_DEPTH
							, out float4 depthColor : SV_Target0
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target1
								#endif
							#else
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target0
								#endif
							#endif

							#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : SV_Depth
						#endif
						
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				float3 positionRWS = packedInput.positionRWS.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

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

				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				AlphaSurfaceDescription surfaceDescription = (AlphaSurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ALPHATEST_SHADOW_ON
				surfaceDescription.AlphaClipThresholdShadow = 0.5;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
				outputDepth += bias;
				#endif

				#ifdef WRITE_MSAA_DEPTH
				depthColor = packedInput.vmesh.positionCS.z;

				#ifdef _ALPHATOMASK_ON
				depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
				#endif
				#endif

				#if defined(WRITE_NORMAL_BUFFER)
				EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
				DecalPrepassData decalPrepassData;
				decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
				decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
				EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "SceneSelectionPass"
			Tags { "LightMode"="SceneSelectionPass" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull Off

			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma editor_sync_compilation

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
		    #define SCENESELECTIONPASS 1

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float4 ase_texcoord1 : TEXCOORD1;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout SceneSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SceneSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;
				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				outputPackedVaryingsMeshToPS.ase_texcoord1.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord1.zw = 0;

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

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

				inputMesh.normalOS =  inputMesh.normalOS ;

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

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput
						, out float4 outColor : SV_Target0
						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : SV_Depth
						#endif
						
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				float3 positionRWS = packedInput.positionRWS.xyz;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

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

				input.positionRWS = positionRWS;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SceneSurfaceDescription surfaceDescription = (SceneSurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord1.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

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

		
		Pass
		{
			
			Name "DepthOnly"
			Tags { "LightMode"="DepthOnly" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull [_CullMode]

			ZWrite On

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


			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_NORMAL_BUFFER
			#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
			#pragma multi_compile _ WRITE_DECAL_BUFFER

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_DEPTH_ONLY

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_Metallic);
			SAMPLER(sampler_Metallic);
			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
				#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif
			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh )
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;

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

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

				inputMesh.normalOS =  inputMesh.normalOS ;
				inputMesh.tangentOS =  inputMesh.tangentOS ;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_NORMAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target2
			#elif defined(WRITE_NORMAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_DECAL SV_Target1
			#else
			#define SV_TARGET_DECAL SV_Target0
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput
						#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
						, out float4 outColor : SV_Target0
						#else
							#ifdef WRITE_MSAA_DEPTH
							, out float4 depthColor : SV_Target0
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target1
								#endif
							#else
								#ifdef WRITE_NORMAL_BUFFER
								, out float4 outNormalBuffer : SV_Target0
								#endif
							#endif

							#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
							, out float4 outDecalBuffer : SV_TARGET_DECAL
							#endif
						#endif

						#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
						, out float outputDepth : SV_Depth
						#endif
						
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );

				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				float4 tangentWS = packedInput.tangentWS.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);

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

				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false );
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
				float2 texCoord26 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
				float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale );
				unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) );
				
				float2 uv_Metallic = packedInput.ase_texcoord3.xy * _Metallic_ST.xy + _Metallic_ST.zw;
				float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic );
				
				float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				surfaceDescription.Normal = unpack5;
				surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower );
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef WRITE_MSAA_DEPTH
					depthColor = packedInput.positionCS.z;
					#ifdef _ALPHATOMASK_ON
						depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
					#endif
				#endif

				#if defined(WRITE_NORMAL_BUFFER)
				EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
				DecalPrepassData decalPrepassData;
				decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
				decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
				EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
				#endif
			}

			ENDHLSL
		}

		
		Pass
		{

			
			Name "Motion Vectors"
			Tags { "LightMode"="MotionVectors" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Cull [_ZWrite]

			ZWrite On

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


			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile _ WRITE_NORMAL_BUFFER
			#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
			#pragma multi_compile _ WRITE_DECAL_BUFFER

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_MOTION_VECTORS

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_Metallic);
			SAMPLER(sampler_Metallic);
			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 vmeshPositionCS : SV_Position;
				float3 vmeshInterp00 : TEXCOORD0;
				float3 vpassInterpolators0 : TEXCOORD1; //interpolators0
				float3 vpassInterpolators1 : TEXCOORD2; //interpolators1
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout SmoothSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif

				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(SmoothSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
			{
				_TimeParameters.xyz = timeParameters;
				outputPackedVaryingsMeshToPS.ase_texcoord3.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord3.zw = 0;

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

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

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
				AttributesMesh defaultMesh = inputMesh;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);

				float3 VMESHpositionRWS = positionRWS;
				float4 VMESHpositionCS = TransformWorldToHClip(positionRWS);

				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(VMESHpositionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						AttributesMesh previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						if (_TransparentCameraOnlyMotionVectors > 0)
						{
							previousPositionRWS = VMESHpositionRWS.xyz;
						}
					#endif

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}

				outputPackedVaryingsMeshToPS.vmeshPositionCS = VMESHpositionCS;
				outputPackedVaryingsMeshToPS.vmeshInterp00.xyz = VMESHpositionRWS;

				outputPackedVaryingsMeshToPS.vpassInterpolators0 = float3(VPASSpositionCS.xyw);
				outputPackedVaryingsMeshToPS.vpassInterpolators1 = float3(VPASSpreviousPositionCS.xyw);
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
			#endif

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float3 previousPositionOS : TEXCOORD4;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					float3 precomputedVelocity : TEXCOORD5;
				#endif
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.previousPositionOS = v.previousPositionOS;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
				o.precomputedVelocity = v.precomputedVelocity;
				#endif
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
				#if defined (_ADD_PRECOMPUTED_VELOCITY)
					o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
				#endif
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

			#if defined(WRITE_DECAL_BUFFER) && defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_NORMAL SV_Target3
			#elif defined(WRITE_DECAL_BUFFER) || defined(WRITE_MSAA_DEPTH)
			#define SV_TARGET_NORMAL SV_Target2
			#else
			#define SV_TARGET_NORMAL SV_Target1
			#endif

			void Frag( PackedVaryingsMeshToPS packedInput
				#ifdef WRITE_MSAA_DEPTH
					, out float4 depthColor : SV_Target0
					, out float4 outMotionVector : SV_Target1
						#ifdef WRITE_DECAL_BUFFER
						, out float4 outDecalBuffer : SV_Target2
						#endif
					#else
					, out float4 outMotionVector : SV_Target0
						#ifdef WRITE_DECAL_BUFFER
						, out float4 outDecalBuffer : SV_Target1
						#endif
					#endif

					#ifdef WRITE_NORMAL_BUFFER
					, out float4 outNormalBuffer : SV_TARGET_NORMAL
					#endif

					#ifdef _DEPTHOFFSET_ON
					, out float outputDepth : SV_Depth
					#endif
				
				)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.vmeshPositionCS;
				input.positionRWS = packedInput.vmeshInterp00.xyz;

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				SurfaceData surfaceData;
				BuiltinData builtinData;

				SmoothSurfaceDescription surfaceDescription = (SmoothSurfaceDescription)0;
				float2 texCoord26 = packedInput.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
				float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale );
				unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) );
				
				float2 uv_Metallic = packedInput.ase_texcoord3.xy * _Metallic_ST.xy + _Metallic_ST.zw;
				float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic );
				
				float2 uv_MainTex = packedInput.ase_texcoord3.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				surfaceDescription.Normal = unpack5;
				surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower );
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

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

				float4 VPASSpositionCS = float4(packedInput.vpassInterpolators0.xy, 0.0, packedInput.vpassInterpolators0.z);
				float4 VPASSpreviousPositionCS = float4(packedInput.vpassInterpolators1.xy, 0.0, packedInput.vpassInterpolators1.z);

				#ifdef _DEPTHOFFSET_ON
				VPASSpositionCS.w += builtinData.depthOffset;
				VPASSpreviousPositionCS.w += builtinData.depthOffset;
				#endif

				float2 motionVector = CalculateMotionVector( VPASSpositionCS, VPASSpreviousPositionCS );
				EncodeMotionVector( motionVector * 0.5, outMotionVector );

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if( forceNoMotion )
					outMotionVector = float4( 2.0, 0.0, 0.0, 0.0 );

				// Depth and Alpha to coverage
				#ifdef WRITE_MSAA_DEPTH
					// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
					depthColor = packedInput.vmeshPositionCS.z;

					// Alpha channel is used for alpha to coverage
					depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
				#endif

				// Normal Buffer Processing
				#ifdef WRITE_NORMAL_BUFFER
					EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
				#endif

				#if defined(WRITE_DECAL_BUFFER)
					DecalPrepassData decalPrepassData;
					#ifdef _DISABLE_DECALS
					ZERO_INITIALIZE(DecalPrepassData, decalPrepassData);
					#else
					decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
					decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
					#endif
					EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);

					// make sure we don't overwrite light layers
					outDecalBuffer.w = (GetMeshRenderingLightLayer() & 0x000000FF) / 255.0;
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="Forward" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
			Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
			Blend 1 SrcAlpha OneMinusSrcAlpha

			Cull [_TransparentSortPriority]
			ZTest [_CullModeForward]
			ZWrite [_AlphaSrcBlend]

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


            ColorMask [_TessEdgeLength] 1
            ColorMask [_ColorMaskTransparentVelTwo] 2

			HLSLPROGRAM

            #define _DISABLE_SSR_TRANSPARENT 1
            #define _SPECULAR_OCCLUSION_FROM_AO 1
            #pragma multi_compile_instancing
            #pragma instancing_options renderinglayer
            #define _AMBIENT_OCCLUSION 1
            #define ASE_SRP_VERSION 140004
            #define ASE_USING_SAMPLING_MACROS 1


            #pragma shader_feature _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC
            #pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
			#pragma shader_feature_local _DOUBLESIDED_ON
			#pragma shader_feature_local _ALPHATEST_ON

			#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
			#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
			#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
			#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
            #pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
            #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
			#pragma multi_compile _ DEBUG_DISPLAY
			#pragma multi_compile _ LIGHTMAP_ON
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
			#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT

			#ifndef SHADER_STAGE_FRAGMENT
			#define SHADOW_LOW
			#define USE_FPTL_LIGHTLIST
			#endif

			#pragma vertex Vert
			#pragma fragment Frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_FORWARD
		    #define HAS_LIGHTLOOP 1

			// Setup for Fog Enabled to apply in sky refletions in LightLoopDef.hlsl
            #define APPLY_FOG_ON_SKY_REFLECTIONS

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
			#undef  _REFRACTION_PLANE
			#undef  _REFRACTION_SPHERE
			#define _REFRACTION_THIN
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			// Property used by ScenePickingPass
            #ifdef SCENEPICKINGPASS
			float4 _SelectionID;
            #endif

			// Properties used by SceneSelectionPass
            #ifdef SCENESELECTIONPASS
			int _ObjectId;
			int _PassValue;
            #endif

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);
			TEXTURE2D(_BumpMap);
			SAMPLER(sampler_BumpMap);
			TEXTURE2D(_Metallic);
			SAMPLER(sampler_Metallic);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

			// Setup DECALS_OFF so the shader stripper can remove variants
            #define HAVE_DECALS ( (defined(DECALS_3RT) || defined(DECALS_4RT)) && !defined(_DISABLE_DECALS) )
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"

			

			#if defined(_DOUBLESIDED_ON) && !defined(ASE_NEED_CULLFACE)
			#define ASE_NEED_CULLFACE 1
			#endif

			struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryingsMeshToPS
			{
				float4 positionCS : SV_Position;
				float3 positionRWS : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				float4 tangentWS : TEXCOORD2;
				float4 uv1 : TEXCOORD3;
				float4 uv2 : TEXCOORD4;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 vpassPositionCS : TEXCOORD5;
					float3 vpassPreviousPositionCS : TEXCOORD6;
				#endif
				float4 ase_texcoord7 : TEXCOORD7;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				#if defined(SHADER_STAGE_FRAGMENT) && defined(ASE_NEED_CULLFACE)
				FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
				#endif
			};

			
			void BuildSurfaceData(FragInputs fragInputs, inout GlobalSurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				// surface data
				surfaceData.baseColor =                 surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =		surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =			surfaceDescription.Occlusion;
				surfaceData.metallic =					surfaceDescription.Metallic;
				surfaceData.coatMask =					surfaceDescription.CoatMask;

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceData.specularOcclusion =			surfaceDescription.SpecularOcclusion;
				#endif
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.subsurfaceMask =			surfaceDescription.SubsurfaceMask;
				#endif
				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceData.thickness = 				surfaceDescription.Thickness;
				#endif
				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceData.diffusionProfileHash =		asuint(surfaceDescription.DiffusionProfile);
				surfaceData.transmissionMask =			surfaceDescription.TransmissionMask;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.specularColor =				surfaceDescription.Specular;
				#endif
				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.anisotropy =				surfaceDescription.Anisotropy;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.iridescenceMask =			surfaceDescription.IridescenceMask;
				surfaceData.iridescenceThickness =		surfaceDescription.IridescenceThickness;
				#endif

				// refraction
				#ifdef _HAS_REFRACTION
				if( _EnableSSRefraction )
				{
					surfaceData.ior = surfaceDescription.RefractionIndex;
					surfaceData.transmittanceColor = surfaceDescription.RefractionColor;
					surfaceData.atDistance = surfaceDescription.RefractionDistance;

					surfaceData.transmittanceMask = ( 1.0 - surfaceDescription.Alpha );
					surfaceDescription.Alpha = 1.0;
				}
				else
				{
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
					surfaceDescription.Alpha = 1.0;
				}
				#else
				surfaceData.ior = 1.0;
				surfaceData.transmittanceColor = float3( 1.0, 1.0, 1.0 );
				surfaceData.atDistance = 1.0;
				surfaceData.transmittanceMask = 0.0;
				#endif


				// material features
				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
				surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif

				// others
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
				surfaceData.baseColor *= ( 1.0 - Max3( surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b ) );
				#endif
				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				// normals
				float3 normalTS = float3(0.0f, 0.0f, 1.0f);
				normalTS = surfaceDescription.Normal;
				GetNormalWS( fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants );

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
				surfaceData.tangentWS = normalize( fragInputs.tangentToWorld[ 0 ].xyz );

				// decals
				#if HAVE_DECALS
				if( _EnableDecals )
				{
					DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
					ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
				}
				#endif

				bentNormalWS = surfaceData.normalWS;

				#ifdef ASE_BENT_NORMAL
				GetNormalWS( fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants );
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceData.tangentWS = TransformTangentToWorld( surfaceDescription.Tangent, fragInputs.tangentToWorld );
				#endif
				surfaceData.tangentWS = Orthonormalize( surfaceData.tangentWS, surfaceData.normalWS );


                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceData.perceptualSmoothness = GeometricNormalFiltering( surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[ 2 ], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold );
				#endif

				// debug
				#if defined(DEBUG_DISPLAY)
				if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
				{
					surfaceData.metallic = 0;
				}
				ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif
			}

			void GetSurfaceAndBuiltinData(GlobalSurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
			{
				#ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
				#endif

				#ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
				float3 doubleSidedConstants = float3( 1.0, 1.0, 1.0 );
				#endif

				ApplyDoubleSidedFlipOrMirror( fragInputs, doubleSidedConstants );

				#ifdef _ALPHATEST_ON
				DoAlphaTest( surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput( V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput );
				#endif

				float3 bentNormalWS;
				BuildSurfaceData( fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS );

				InitBuiltinData( posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[ 2 ], fragInputs.texCoord1, fragInputs.texCoord2, builtinData );

				#ifdef _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
				#endif

				#ifdef _ALPHATEST_ON
                    builtinData.alphaClipTreshold = surfaceDescription.AlphaClipThreshold;
                #endif

				#ifdef UNITY_VIRTUAL_TEXTURING
                builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
                #endif

				#ifdef ASE_BAKEDGI
				builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI;
				#endif

				#ifdef ASE_BAKEDBACKGI
				builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI;
				#endif

				builtinData.emissiveColor = surfaceDescription.Emission;

				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
			}

			AttributesMesh ApplyMeshModification(AttributesMesh inputMesh, float3 timeParameters, inout PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS )
			{
				_TimeParameters.xyz = timeParameters;
				outputPackedVaryingsMeshToPS.ase_texcoord7.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				outputPackedVaryingsMeshToPS.ase_texcoord7.zw = 0;

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

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

			PackedVaryingsMeshToPS VertexFunction(AttributesMesh inputMesh)
			{
				PackedVaryingsMeshToPS outputPackedVaryingsMeshToPS = (PackedVaryingsMeshToPS)0;
				AttributesMesh defaultMesh = inputMesh;

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, outputPackedVaryingsMeshToPS);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( outputPackedVaryingsMeshToPS );

				inputMesh = ApplyMeshModification( inputMesh, _TimeParameters.xyz, outputPackedVaryingsMeshToPS);

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
				float4 VPASSpreviousPositionCS;
				float4 VPASSpositionCS = mul(UNITY_MATRIX_UNJITTERED_VP, float4(positionRWS, 1.0));

				bool forceNoMotion = unity_MotionVectorsParams.y == 0.0;
				if (forceNoMotion)
				{
					VPASSpreviousPositionCS = float4(0.0, 0.0, 0.0, 1.0);
				}
				else
				{
					bool hasDeformation = unity_MotionVectorsParams.x > 0.0;
					float3 effectivePositionOS = (hasDeformation ? inputMesh.previousPositionOS : defaultMesh.positionOS);
					#if defined(_ADD_PRECOMPUTED_VELOCITY)
					effectivePositionOS -= inputMesh.precomputedVelocity;
					#endif

					#if defined(HAVE_MESH_MODIFICATION)
						AttributesMesh previousMesh = defaultMesh;
						previousMesh.positionOS = effectivePositionOS ;
						PackedVaryingsMeshToPS test = (PackedVaryingsMeshToPS)0;
						float3 curTime = _TimeParameters.xyz;
						previousMesh = ApplyMeshModification(previousMesh, _LastTimeParameters.xyz, test);
						_TimeParameters.xyz = curTime;
						float3 previousPositionRWS = TransformPreviousObjectToWorld(previousMesh.positionOS);
					#else
						float3 previousPositionRWS = TransformPreviousObjectToWorld(effectivePositionOS);
					#endif

					#ifdef ATTRIBUTES_NEED_NORMAL
						float3 normalWS = TransformPreviousObjectToWorldNormal(defaultMesh.normalOS);
					#else
						float3 normalWS = float3(0.0, 0.0, 0.0);
					#endif

					#if defined(HAVE_VERTEX_MODIFICATION)
						//ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz);
					#endif

					VPASSpreviousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0));
				}
				#endif

				outputPackedVaryingsMeshToPS.positionCS = TransformWorldToHClip(positionRWS);
				outputPackedVaryingsMeshToPS.positionRWS.xyz = positionRWS;
				outputPackedVaryingsMeshToPS.normalWS.xyz = normalWS;
				outputPackedVaryingsMeshToPS.tangentWS.xyzw = tangentWS;
				outputPackedVaryingsMeshToPS.uv1.xyzw = inputMesh.uv1;
				outputPackedVaryingsMeshToPS.uv2.xyzw = inputMesh.uv2;

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outputPackedVaryingsMeshToPS.vpassPositionCS = float3(VPASSpositionCS.xyw);
					outputPackedVaryingsMeshToPS.vpassPreviousPositionCS = float3(VPASSpreviousPositionCS.xyw);
				#endif
				return outputPackedVaryingsMeshToPS;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 uv1 : TEXCOORD1;
				float4 uv2 : TEXCOORD2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					float3 previousPositionOS : TEXCOORD4;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						float3 precomputedVelocity : TEXCOORD5;
					#endif
				#endif
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( AttributesMesh v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.uv1 = v.uv1;
				o.uv2 = v.uv2;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = v.previousPositionOS;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = v.precomputedVelocity;
					#endif
				#endif
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			PackedVaryingsMeshToPS DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				AttributesMesh o = (AttributesMesh) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.uv1 = patch[0].uv1 * bary.x + patch[1].uv1 * bary.y + patch[2].uv1 * bary.z;
				o.uv2 = patch[0].uv2 * bary.x + patch[1].uv2 * bary.y + patch[2].uv2 * bary.z;
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					o.previousPositionOS = patch[0].previousPositionOS * bary.x + patch[1].previousPositionOS * bary.y + patch[2].previousPositionOS * bary.z;
					#if defined (_ADD_PRECOMPUTED_VELOCITY)
						o.precomputedVelocity = patch[0].precomputedVelocity * bary.x + patch[1].precomputedVelocity * bary.y + patch[2].precomputedVelocity * bary.z;
					#endif
				#endif
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			PackedVaryingsMeshToPS Vert ( AttributesMesh v )
			{
				return VertexFunction( v );
			}
			#endif

            #ifdef UNITY_VIRTUAL_TEXTURING
            #ifdef OUTPUT_SPLIT_LIGHTING
            #define DIFFUSE_LIGHTING_TARGET SV_Target2
            #define SSS_BUFFER_TARGET SV_Target3
            #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
            #define MOTION_VECTOR_TARGET SV_Target2
            #endif
            #if defined(SHADER_API_PSSL)

            #pragma PSSL_target_output_format(target 1 FMT_32_ABGR)
            #endif
            #else
            #ifdef OUTPUT_SPLIT_LIGHTING
            #define DIFFUSE_LIGHTING_TARGET SV_Target1
            #define SSS_BUFFER_TARGET SV_Target2
            #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
            #define MOTION_VECTOR_TARGET SV_Target1
            #endif
            #endif

			void Frag(PackedVaryingsMeshToPS packedInput
				, out float4 outColor:SV_Target0
            #ifdef UNITY_VIRTUAL_TEXTURING
				, out float4 outVTFeedback : SV_Target1
            #endif
            #ifdef OUTPUT_SPLIT_LIGHTING
				, out float4 outDiffuseLighting : DIFFUSE_LIGHTING_TARGET
				, OUTPUT_SSSBUFFER(outSSSBuffer) : SSS_BUFFER_TARGET
            #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
				, out float4 outMotionVec : MOTION_VECTOR_TARGET
            #endif

            #ifdef _DEPTHOFFSET_ON
				, out float outputDepth : DEPTH_OFFSET_SEMANTIC
            #endif

		    
						)
			{
				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
					outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
				#endif

				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( packedInput );
				UNITY_SETUP_INSTANCE_ID( packedInput );
				float3 positionRWS = packedInput.positionRWS.xyz;
				float3 normalWS = packedInput.normalWS.xyz;
				float4 tangentWS = packedInput.tangentWS.xyzw;

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;
				input.positionRWS = positionRWS;
				input.tangentToWorld = BuildTangentToWorld(tangentWS, normalWS);
				input.texCoord1 = packedInput.uv1.xyzw;
				input.texCoord2 = packedInput.uv2.xyzw;

				#if _DOUBLESIDED_ON && SHADER_STAGE_FRAGMENT
				input.isFrontFace = IS_FRONT_VFACE( packedInput.cullFace, true, false);
				#elif SHADER_STAGE_FRAGMENT
				#if defined(ASE_NEED_CULLFACE)
				input.isFrontFace = IS_FRONT_VFACE(packedInput.cullFace, true, false);
				#endif
				#endif
				half isFrontFace = input.isFrontFace;

				input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
				uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize ();

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

				float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);

				GlobalSurfaceDescription surfaceDescription = (GlobalSurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord7.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				float2 texCoord26 = packedInput.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
				float3 unpack5 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, texCoord26 ), _BumpScale );
				unpack5.z = lerp( 1, unpack5.z, saturate(_BumpScale) );
				
				float2 uv_Metallic = packedInput.ase_texcoord7.xy * _Metallic_ST.xy + _Metallic_ST.zw;
				float4 tex2DNode23 = SAMPLE_TEXTURE2D( _Metallic, sampler_Metallic, uv_Metallic );
				
				surfaceDescription.BaseColor = ( tex2DNode1 * _Color ).rgb;
				surfaceDescription.Normal = unpack5;
				surfaceDescription.BentNormal = float3( 0, 0, 1 );
				surfaceDescription.CoatMask = 0;
				surfaceDescription.Metallic = ( tex2DNode23.r * _MainMetallicPower );

				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
				surfaceDescription.Specular = 0;
				#endif

				surfaceDescription.Emission = 0;
				surfaceDescription.Smoothness = ( tex2DNode23.a * _MainSmoothnessPower );
				surfaceDescription.Occlusion = ( tex2DNode23.g * _OcclusionStrength );
				surfaceDescription.Alpha = tex2DNode1.a;

				#ifdef _ALPHATEST_ON
				surfaceDescription.AlphaClipThreshold = _AlphaCutoff;
				#endif

				#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
				surfaceDescription.SpecularAAScreenSpaceVariance = 0;
				surfaceDescription.SpecularAAThreshold = 0;
				#endif

				#ifdef _SPECULAR_OCCLUSION_CUSTOM
				surfaceDescription.SpecularOcclusion = 0;
				#endif

				#if defined(_HAS_REFRACTION) || defined(_MATERIAL_FEATURE_TRANSMISSION)
				surfaceDescription.Thickness = 1;
				#endif

				#ifdef _HAS_REFRACTION
				surfaceDescription.RefractionIndex = 1;
				surfaceDescription.RefractionColor = float3( 1, 1, 1 );
				surfaceDescription.RefractionDistance = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
				surfaceDescription.SubsurfaceMask = 1;
				#endif

				#if defined( _MATERIAL_FEATURE_SUBSURFACE_SCATTERING ) || defined( _MATERIAL_FEATURE_TRANSMISSION )
				surfaceDescription.TransmissionMask = 1;
				surfaceDescription.DiffusionProfile = 0;
				#endif

				#ifdef _MATERIAL_FEATURE_ANISOTROPY
				surfaceDescription.Anisotropy = 1;
				surfaceDescription.Tangent = float3( 1, 0, 0 );
				#endif

				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
				surfaceDescription.IridescenceMask = 0;
				surfaceDescription.IridescenceThickness = 0;
				#endif

				#ifdef ASE_BAKEDGI
				surfaceDescription.BakedGI = 0;
				#endif
				#ifdef ASE_BAKEDBACKGI
				surfaceDescription.BakedBackGI = 0;
				#endif

				#ifdef _DEPTHOFFSET_ON
				surfaceDescription.DepthOffset = 0;
				#endif

				#ifdef UNITY_VIRTUAL_TEXTURING
				surfaceDescription.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
				#endif

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

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

				PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

				outColor = float4(0.0, 0.0, 0.0, 0.0);

            #ifdef DEBUG_DISPLAY
            #ifdef OUTPUT_SPLIT_LIGHTING
				outDiffuseLighting = float4(0, 0, 0, 1);
				ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
                #endif

				bool viewMaterial = false;
				int bufferSize = _DebugViewMaterialArray[0].x;
				if (bufferSize != 0)
				{
					bool needLinearToSRGB = false;
					float3 result = float3(1.0, 0.0, 1.0);

					for (int index = 1; index <= bufferSize; index++)
					{
						int indexMaterialProperty = _DebugViewMaterialArray[index].x;

						if (indexMaterialProperty != 0)
						{
							viewMaterial = true;

							GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
							GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
							GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
							GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
							GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
						}
					}

					if (!needLinearToSRGB && _DebugAOVOutput == 0)
						result = SRGBToLinear(max(0, result));

					outColor = float4(result, 1.0);
				}

				if (!viewMaterial)
				{
					if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
					{
						float3 result = float3(0.0, 0.0, 0.0);
						GetPBRValidatorDebug(surfaceData, result);
						outColor = float4(result, 1.0f);
					}
					else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
					{
						float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
						outColor = result;
					}
					else
                #endif
					{
                #ifdef _SURFACE_TYPE_TRANSPARENT
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
                #else
						uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
                #endif
						LightLoopOutput lightLoopOutput;
						LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);

						// Alias
						float3 diffuseLighting = lightLoopOutput.diffuseLighting;
						float3 specularLighting = lightLoopOutput.specularLighting;

						diffuseLighting *= GetCurrentExposureMultiplier();
						specularLighting *= GetCurrentExposureMultiplier();

                #ifdef OUTPUT_SPLIT_LIGHTING
						if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
						{
							outColor = float4(specularLighting, 1.0);
							outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
						}
						else
						{
							outColor = float4(diffuseLighting + specularLighting, 1.0);
							outDiffuseLighting = float4(0, 0, 0, 1);
						}
						ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
                #else
						outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
						outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
                #endif

				#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
						float4 VPASSpositionCS = float4(packedInput.vpassPositionCS.xy, 0.0, packedInput.vpassPositionCS.z);
						float4 VPASSpreviousPositionCS = float4(packedInput.vpassPreviousPositionCS.xy, 0.0, packedInput.vpassPreviousPositionCS.z);

						bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
						if (!forceNoMotion)
						{
							float2 motionVec = CalculateMotionVector(VPASSpositionCS, VPASSpreviousPositionCS);
							EncodeMotionVector(motionVec * 0.5, outMotionVec);
							outMotionVec.zw = 1.0;
						}
				#endif
				}

				#ifdef DEBUG_DISPLAY
				}
				#endif

				#ifdef _DEPTHOFFSET_ON
				outputDepth = posInput.deviceDepth;
				#endif

				#ifdef UNITY_VIRTUAL_TEXTURING
					outVTFeedback = builtinData.vtPackedFeedback;
				#endif

                #ifdef UNITY_VIRTUAL_TEXTURING
				    float vtAlphaValue = builtinData.opacity;
                    #if defined(HAS_REFRACTION) && HAS_REFRACTION
					vtAlphaValue = 1.0f - bsdfData.transmittanceMask;
                #endif
				outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, vtAlphaValue);
                #endif
			}
			ENDHLSL
		}

		
        Pass
        {

			
            Name "ScenePickingPass"
            Tags { "LightMode"="Picking" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
            Cull [_CullMode]

            HLSLPROGRAM

			#define _DISABLE_SSR_TRANSPARENT 1
			#define _SPECULAR_OCCLUSION_FROM_AO 1
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define _AMBIENT_OCCLUSION 1
			#define ASE_SRP_VERSION 140004
			#define ASE_USING_SAMPLING_MACROS 1


			#pragma editor_sync_compilation

			#pragma vertex Vert
			#pragma fragment Frag

            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
        	#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define VARYINGS_NEED_TANGENT_TO_WORLD

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#define SHADERPASS SHADERPASS_DEPTH_ONLY
			#define SCENEPICKINGPASS 1

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
		    #define VARYINGS_NEED_CULLFACE
			#endif
			#endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
			#define WRITE_NORMAL_BUFFER
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define OUTPUT_SPLIT_LIGHTING
		    #endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

			float4 _SelectionID;
            CBUFFER_START( UnityPerMaterial )
			float4 _MainTex_ST;
			float4 _Color;
			float4 _Metallic_ST;
			half _BumpScale;
			half _MainMetallicPower;
			half _MainSmoothnessPower;
			half _OcclusionStrength;
			float4 _EmissionColor;
			float _AlphaCutoff;
			float _RenderQueueType;
			#ifdef _ADD_PRECOMPUTED_VELOCITY
			float _AddPrecomputedVelocity;
			#endif
			float _StencilRef;
			float _StencilWriteMask;
			float _StencilRefDepth;
			float _StencilWriteMaskDepth;
			float _StencilRefMV;
			float _StencilWriteMaskMV;
			float _StencilWriteMaskGBuffer;
			float _StencilRefGBuffer;
			float _ZTestGBuffer;
			float _RequireSplitLighting;
			float _ReceivesSSR;
			float _SurfaceType;
			float _BlendMode;
            #ifdef SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
			float _EnableBlendModePreserveSpecularLighting;
            #endif
			float _SrcBlend;
			float _DstBlend;
			float _AlphaSrcBlend;
			float _AlphaDstBlend;
			float _ZWrite;
			float _TransparentZWrite;
			float _CullMode;
			float _TransparentSortPriority;
			float _EnableFogOnTransparent;
			float _CullModeForward;
			float _TransparentCullMode;
			float _ZTestDepthEqualForOpaque;
			float _ZTestTransparent;
			float _TransparentBackfaceEnable;
			float _AlphaCutoffEnable;
			float _UseShadowThreshold;
			float _DoubleSidedEnable;
			float _DoubleSidedNormalMode;
			float4 _DoubleSidedConstants;
			#ifdef ASE_TESSELLATION
			float _TessPhongStrength;
			float _TessValue;
			float _TessMin;
			float _TessMax;
			float _TessEdgeLength;
			float _TessMaxDisp;
			#endif
			CBUFFER_END

			TEXTURE2D(_MainTex);
			SAMPLER(sampler_MainTex);


            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

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

			

			struct VertexInput
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 positionCS : SV_POSITION;
				float3 normalWS : TEXCOORD0;
				float4 tangentWS : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			
            struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};
			struct SurfaceDescriptionInputs
			{
				float3 ObjectSpaceNormal;
				float3 WorldSpaceNormal;
				float3 TangentSpaceNormal;
				float3 ObjectSpaceViewDirection;
				float3 WorldSpaceViewDirection;
				float3 ObjectSpacePosition;
			};


            void GetSurfaceAndBuiltinData(SurfaceDescription surfaceDescription, FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
            {

                #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
                #ifdef LOD_FADE_CROSSFADE
				LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
                #endif
                #endif

                #ifndef SHADER_UNLIT
                #ifdef _DOUBLESIDED_ON
				float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
                #else
				float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
                #endif
				ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
                #endif

                #ifdef _ALPHATEST_ON
				float alphaCutoff = surfaceDescription.AlphaClipThreshold;
                #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
                #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
				alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
                #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
                #endif
				GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
                #endif

                #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
				ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
                #endif

                #ifdef FRAG_INPUTS_USE_TEXCOORD1
				float4 lightmapTexCoord1 = fragInputs.texCoord1;
                #else
				float4 lightmapTexCoord1 = float4(0, 0, 0, 0);
                #endif

                #ifdef FRAG_INPUTS_USE_TEXCOORD2
				float4 lightmapTexCoord2 = fragInputs.texCoord2;
                #else
				float4 lightmapTexCoord2 = float4(0, 0, 0, 0);
                #endif

				//InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);

                //#else
                //BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);

                ZERO_INITIALIZE(SurfaceData, surfaceData);

                ZERO_BUILTIN_INITIALIZE(builtinData);
                builtinData.opacity = surfaceDescription.Alpha;

                #if defined(DEBUG_DISPLAY)
				builtinData.renderingLayers = GetMeshRenderingLightLayer();
                #endif

                #ifdef _ALPHATEST_ON
				builtinData.alphaClipTreshold = alphaCutoff;
                #endif

                #ifdef UNITY_VIRTUAL_TEXTURING
                #endif

                #if _DEPTHOFFSET_ON
				builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif

                #if (SHADERPASS == SHADERPASS_DISTORTION)
				builtinData.distortion = surfaceDescription.Distortion;
				builtinData.distortionBlur = surfaceDescription.DistortionBlur;
                #endif

                #ifndef SHADER_UNLIT
				PostInitBuiltinData(V, posInput, surfaceData, builtinData);
                #else
				ApplyDebugToBuiltinData(builtinData);
                #endif

				RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS

            }


			VertexOutput VertexFunction(VertexInput inputMesh  )
			{

				VertexOutput o;
				ZERO_INITIALIZE(VertexOutput, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				UNITY_SETUP_INSTANCE_ID(inputMesh);
				UNITY_TRANSFER_INSTANCE_ID(inputMesh, o );

				o.ase_texcoord2.xy = inputMesh.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				float3 defaultVertexValue = inputMesh.positionOS.xyz;
				#else
				float3 defaultVertexValue = float3( 0, 0, 0 );
				#endif
				float3 vertexValue =   defaultVertexValue ;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
				inputMesh.positionOS.xyz = vertexValue;
				#else
				inputMesh.positionOS.xyz += vertexValue;
				#endif

				inputMesh.normalOS =  inputMesh.normalOS ;

				float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS);
				float3 normalWS = TransformObjectToWorldNormal(inputMesh.normalOS);
				float4 tangentWS = float4(TransformObjectToWorldDir(inputMesh.tangentOS.xyz), inputMesh.tangentOS.w);

				o.positionCS = TransformWorldToHClip(positionRWS);
				o.normalWS.xyz =  normalWS;
				o.tangentWS.xyzw =  tangentWS;

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float3 positionOS : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl Vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.positionOS = v.positionOS;
				o.normalOS = v.normalOS;
				o.tangentOS = v.tangentOS;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
				float3 cameraPos = 0;
				#else
				float3 cameraPos = _WorldSpaceCameraPos;
				#endif
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), cameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, GetObjectToWorldMatrix(), cameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(float4(v[0].positionOS,1), float4(v[1].positionOS,1), float4(v[2].positionOS,1), edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), cameraPos, _ScreenParams, _FrustumPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

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

			[domain("tri")]
			VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				VertexInput o = (VertexInput) 0;
				o.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
				o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			VertexOutput Vert ( VertexInput v )
			{
				return VertexFunction( v );
			}
			#endif

			void Frag(	VertexOutput packedInput
						, out float4 outColor : SV_Target0
						
					)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
				UNITY_SETUP_INSTANCE_ID(packedInput);

				FragInputs input;
				ZERO_INITIALIZE(FragInputs, input);
				input.tangentToWorld = k_identity3x3;
				input.positionSS = packedInput.positionCS;

				input.tangentToWorld = BuildTangentToWorld(packedInput.tangentWS.xyzw, packedInput.normalWS.xyz);

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

				SurfaceDescription surfaceDescription = (SurfaceDescription)0;
				float2 uv_MainTex = packedInput.ase_texcoord2.xy * _MainTex_ST.xy + _MainTex_ST.zw;
				float4 tex2DNode1 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, uv_MainTex );
				
				surfaceDescription.Alpha = tex2DNode1.a;
				surfaceDescription.AlphaClipThreshold =  _AlphaCutoff;


				float3 V = float3(1.0, 1.0, 1.0);

				SurfaceData surfaceData;
				BuiltinData builtinData;
				GetSurfaceAndBuiltinData(surfaceDescription, input, V, posInput, surfaceData, builtinData);
				outColor = _SelectionID;
			}

            ENDHLSL
		}

        Pass
        {

            Name "FullScreenDebug"
            Tags { "LightMode" = "FullScreenDebug" }
			Offset[_OffsetFactor] ,[_OffsetUnit]
            Cull [_CullMode]
			ZTest LEqual
			ZWrite Off

            HLSLPROGRAM

			/*ase_pragma_before*/

			#pragma vertex Vert
			#pragma fragment Frag


			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphHeader.hlsl"

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"

			#ifndef SHADER_UNLIT
			#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
			#define VARYINGS_NEED_CULLFACE
			#endif
			#endif

		    #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
		    #define OUTPUT_SPLIT_LIGHTING
		    #endif

		    #if !( (SHADERPASS == SHADERPASS_FORWARD) || (SHADERPASS == SHADERPASS_LIGHT_TRANSPORT) \
               || (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT)\
               || (SHADERPASS == SHADERPASS_PATH_TRACING) || (SHADERPASS == SHADERPASS_RAYTRACING_SUB_SURFACE) \
               || (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) )

		    #define DISABLE_MODIFY_BAKED_DIFFUSE_LIGHTING
		    #endif

			#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
			#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
				#define WRITE_NORMAL_BUFFER
			#endif
			#endif

			#ifndef DEBUG_DISPLAY
				#if !defined(_SURFACE_TYPE_TRANSPARENT)
					#if SHADERPASS == SHADERPASS_FORWARD
					#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
					#elif SHADERPASS == SHADERPASS_GBUFFER
					#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
					#endif
				#endif
			#endif

			#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
			#define _DEFERRED_CAPABLE_MATERIAL
			#endif

			#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT)
			#define _WRITE_TRANSPARENT_MOTION_VECTOR
			#endif

            #ifdef DEBUG_DISPLAY
            #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
            #endif

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"

            struct AttributesMesh
			{
				float3 positionOS : POSITION;
				float3 normalOS : NORMAL;
				float4 tangentOS : TANGENT;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : INSTANCEID_SEMANTIC;
				#endif
			};

			struct VaryingsMeshToPS
			{
				SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : CUSTOM_INSTANCE_ID;
				#endif
			};

			struct VertexDescriptionInputs
			{
				 float3 ObjectSpaceNormal;
				 float3 ObjectSpaceTangent;
				 float3 ObjectSpacePosition;
			};

			struct SurfaceDescriptionInputs
			{
				 float3 TangentSpaceNormal;
			};

			struct PackedVaryingsMeshToPS
			{
				SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
				#if UNITY_ANY_INSTANCING_ENABLED
					uint instanceID : CUSTOM_INSTANCE_ID;
				#endif
			};

            PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
			{
				PackedVaryingsMeshToPS output;
				ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
				output.positionCS = input.positionCS;
				#if UNITY_ANY_INSTANCING_ENABLED
				output.instanceID = input.instanceID;
				#endif
				return output;
			}

			VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
			{
				VaryingsMeshToPS output;
				output.positionCS = input.positionCS;
				#if UNITY_ANY_INSTANCING_ENABLED
				output.instanceID = input.instanceID;
				#endif
				return output;
			}

            struct VertexDescription
			{
				float3 Position;
				float3 Normal;
				float3 Tangent;
			};

			VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
			{
				VertexDescription description = (VertexDescription)0;
				description.Position = IN.ObjectSpacePosition;
				description.Normal = IN.ObjectSpaceNormal;
				description.Tangent = IN.ObjectSpaceTangent;
				return description;
			}

            struct SurfaceDescription
			{
				float3 BaseColor;
				float3 Emission;
				float Alpha;
				float3 BentNormal;
				float Smoothness;
				float Occlusion;
				float3 NormalTS;
				float Metallic;
			};

			SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
			{
				SurfaceDescription surface = (SurfaceDescription)0;
				surface.BaseColor = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5));
				surface.Emission = float3(0, 0, 0);
				surface.Alpha = 1;
				surface.BentNormal = IN.TangentSpaceNormal;
				surface.Smoothness = 0.5;
				surface.Occlusion = 1;
				surface.NormalTS = IN.TangentSpaceNormal;
				surface.Metallic = 0;
				return surface;
			}

			VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
			{
				VertexDescriptionInputs output;
				ZERO_INITIALIZE(VertexDescriptionInputs, output);

				output.ObjectSpaceNormal =                          input.normalOS;
				output.ObjectSpaceTangent =                         input.tangentOS.xyz;
				output.ObjectSpacePosition =                        input.positionOS;

				return output;
			}

			AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters  )
			{
				VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);

				VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);

				input.positionOS = vertexDescription.Position;
				input.normalOS = vertexDescription.Normal;
				input.tangentOS.xyz = vertexDescription.Tangent;
				return input;
			}

			FragInputs BuildFragInputs(VaryingsMeshToPS input)
			{
				FragInputs output;
				ZERO_INITIALIZE(FragInputs, output);

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

				return output;
			}


			FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
			{
				UNITY_SETUP_INSTANCE_ID(input);
				VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
				return BuildFragInputs(unpacked);
			}


            SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
			{
				SurfaceDescriptionInputs output;
				ZERO_INITIALIZE(SurfaceDescriptionInputs, output);

				#if defined(SHADER_STAGE_RAY_TRACING)
				#else
				#endif
				output.TangentSpaceNormal =                         float3(0.0f, 0.0f, 1.0f);
				return output;
			}

			void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
			{
				ZERO_INITIALIZE(SurfaceData, surfaceData);

				surfaceData.specularOcclusion = 1.0;

				surfaceData.baseColor =                 surfaceDescription.BaseColor;
				surfaceData.perceptualSmoothness =      surfaceDescription.Smoothness;
				surfaceData.ambientOcclusion =          surfaceDescription.Occlusion;
				surfaceData.metallic =                  surfaceDescription.Metallic;

				#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
					if (_EnableSSRefraction)
					{

						surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
						surfaceDescription.Alpha = 1.0;
					}
					else
					{
						surfaceData.ior = 1.0;
						surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
						surfaceData.atDistance = 1.0;
						surfaceData.transmittanceMask = 0.0;
						surfaceDescription.Alpha = 1.0;
					}
				#else
					surfaceData.ior = 1.0;
					surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
					surfaceData.atDistance = 1.0;
					surfaceData.transmittanceMask = 0.0;
				#endif


				surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
				#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
				#endif
				#ifdef _MATERIAL_FEATURE_TRANSMISSION
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
				#endif
                #ifdef _MATERIAL_FEATURE_ANISOTROPY
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
					surfaceData.normalWS = float3(0, 1, 0);
                #endif
				#ifdef _MATERIAL_FEATURE_IRIDESCENCE
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
				#endif
				#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
				#endif
				#ifdef _MATERIAL_FEATURE_CLEAR_COAT
					surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
				#endif
				#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
					surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
				#endif
				#ifdef _DOUBLESIDED_ON
					float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
				#else
					float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
				#endif


				GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);

				surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];

				surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz);


				#if HAVE_DECALS
					if (_EnableDecals)
					{
						DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, surfaceDescription.Alpha);
						ApplyDecalToSurfaceData(decalSurfaceData, fragInputs.tangentToWorld[2], surfaceData);
					}
				#endif

				bentNormalWS = surfaceData.normalWS;

				surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);

				#ifdef DEBUG_DISPLAY
					if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
					{

						surfaceData.metallic = 0;
					}

					ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
				#endif

                #if defined(_SPECULAR_OCCLUSION_CUSTOM)
                #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
                #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
				surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
                #endif
			}

            void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
            {

                #if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
                #ifdef LOD_FADE_CROSSFADE
                LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
                #endif
                #endif

                #ifndef SHADER_UNLIT
                #ifdef _DOUBLESIDED_ON
                    float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
                #else
                    float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
                #endif

                ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants);
                #endif

                SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);

                SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);

                #ifdef _ALPHATEST_ON
				float alphaCutoff = surfaceDescription.AlphaClipThreshold;
                #if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
                #elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
				alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
                #elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
                #endif
				GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
                #endif

                #if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
                ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
                #endif

                #ifndef SHADER_UNLIT
                float3 bentNormalWS;
                BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);

                InitBuiltinData(posInput, surfaceDescription.Alpha, bentNormalWS, -fragInputs.tangentToWorld[2], fragInputs.texCoord1, fragInputs.texCoord2, builtinData);

                #else
                BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);

                ZERO_BUILTIN_INITIALIZE(builtinData);
                builtinData.opacity = surfaceDescription.Alpha;

                #if defined(DEBUG_DISPLAY)
                    builtinData.renderingLayers = GetMeshRenderingLightLayer();
                #endif

                #endif

                #ifdef _ALPHATEST_ON

                    builtinData.alphaClipTreshold = alphaCutoff;
                #endif


                builtinData.emissiveColor = surfaceDescription.Emission;

                #if _DEPTHOFFSET_ON
                builtinData.depthOffset = surfaceDescription.DepthOffset;
                #endif


                #if (SHADERPASS == SHADERPASS_DISTORTION)
                builtinData.distortion = surfaceDescription.Distortion;
                builtinData.distortionBlur = surfaceDescription.DistortionBlur;
                #endif

                #ifndef SHADER_UNLIT

                PostInitBuiltinData(V, posInput, surfaceData, builtinData);
                #else
                ApplyDebugToBuiltinData(builtinData);
                #endif

            }

			#define DEBUG_DISPLAY
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/FullScreenDebug.hlsl"

			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"

			PackedVaryingsType Vert(AttributesMesh inputMesh)
			{
				VaryingsType varyingsType;
				varyingsType.vmesh = VertMesh(inputMesh);
				return PackVaryingsType(varyingsType);
			}

			#if !defined(_DEPTHOFFSET_ON)
			[earlydepthstencil]
			#endif
			void Frag(PackedVaryingsToPS packedInput)
			{
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
				FragInputs input = UnpackVaryingsToFragInputs(packedInput);

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

			#ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
				if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW)
				{
					IncrementQuadOverdrawCounter(posInput.positionSS.xy, input.primitiveID);
				}
			#endif
			}
            ENDHLSL
        }
		
	}
	
	CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI"
	
	Fallback Off
}